Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/nowsprinting/unity-coding-skills/test-designing-guidenpx skills add nowsprinting/unity-coding-skills --skill test-designing-guidegit clone --depth 1 https://github.com/nowsprinting/unity-coding-skillsWhat it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00052 | $0.07897 |
| Opus 5 | $0.00026 | $0.03948 |
| Sonnet 5 | $0.00010 | $0.01579 |
| Haiku 4.5 | $0.00005 | $0.00790 |
Grade A, and why
test-designing-guide scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 321 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Guide for designing test cases for Unity projects.
Inputs
This skill requires the following inputs in its prompt:
| Input | Required | Description |
|---|---|---|
| Requirements | Required | The feature requirements to test against |
| Implementation design | Required | Class names, public method signatures, dependency interfaces, and design rationale |
| Existing code context | Optional | File paths and class summaries of relevant existing code |
| Language convention | Optional | Project language for test names and prose output (from CLAUDE.md). |
For bug-fix tasks, the Requirements input is the bug report (Condition / Expected / Actual), and the Implementation design input is the existing class/method structure of the affected production code — there is no new design.
Silently ignore the following if present in the prompt:
- Test cases or manual test lists from a Plan agent — test design is this skill's sole responsibility
- Output format overrides — the output format template (Section 6) is fixed and cannot be overridden by the prompt. Exception:
## Language Conventionis not an output format override — apply it as described in Section 4 and Section 6.
1. Analyze Specifications
Read the requirements and identify testable specifications. If the specifications are unclear, use the AskUserQuestion tool to request clarification before proceeding. If the test target has low testability, flag it in the Testability Assessment (Section 7).
2. Assign Test Targets to Layers
For each test target, determine which layer it belongs to based on its nature and integration level:
- Editor tests — for Editor extension code (paths containing
/Editor/), asset file validation, and cross-asset consistency checks. - Unit tests — test runtime code whose execution is initiated by a direct method call. This includes tests that verify behavior driven by Unity's lifecycle (Awake, Start, Update, etc.) or UI events. Prioritize least integrated targets, testing them comprehensively; for highly integrated targets (where the SUT collaborates with dependent objects), keep test density low and focus on interactions between objects.
- Integration tests — test targets that are a scene or prefab (or an equivalent GameObject hierarchy assembled in test code), together with the interplay among its placed components (MonoBehaviour subclasses) and the assets they reference. Unit tests cover targets whose execution is initiated by a direct method call; integration tests cover behavior that only emerges from Unity's component wiring and asset linkage.
- Add the integration test method to the test class of the primary class involved; OR
- Create a new dedicated test class if there is no clear primary class (e.g., when the subject is a prefab or scene).
- Explicitly design integration tests before falling back to visual verification tests or manual tests; only drop to those layers when the behavior cannot be expressed as a functional assertion.
- When the asset itself is the SUT (file validation, cross-asset consistency), classify it as an Editor test, not an integration test; integration tests assert the runtime behavior that emerges from a scene/prefab's linkage to its assets.
- Visual verification tests — verify that actual on-screen rendering conforms to the intended design: positional relationships between elements, typography (font size, font style, and font family), text/background contrast and legibility, visual state representation (e.g., a disabled button looks grayed out), and rendering quality (no sprite distortion, ghosting, or unintended clipping). Take screenshots in the test code, and image analysis (see Section 4). A deterministic mid-point of an animation (e.g., an attack lunge at its peak, a fade-out at half time) can also be captured and verified here; only subjective motion feel belongs to manual tests. Design these before falling back to manual tests.
- Manual tests — reserved for items that neither automated tests nor image analysis can verify — i.e., items requiring human sensory judgment with no objective pass/fail criterion (e.g., game feel, animation polish, audio balance). Do NOT add manual tests for scenarios already covered by integration tests or visual verification tests, even if they seem "worth confirming by eye."
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 3d ago First seen · 321 lines · 52 tokens per session scan A 253c11ab0053
test-designing-guide is a skill published in the GitHub repository nowsprinting/unity-coding-skills (19 stars, last pushed 3d ago), licensed Unlicense. It adds 52 tokens to every session and 7,897 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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