test-designing-guide

A guide for designing test cases in Unity, a game-development platform, from requirements and implementation details. TDD, or test-driven development, is not required; the guide focuses on choosing sound tests from the available specification.

In plain words
What is it for?
It is for deriving and formatting Unity test cases for new features or bug fixes, including selecting suitable test techniques and using the project's language conventions.
Why use it?
It reduces missed cases and inconsistent test design by requiring the tester to consider the requirements, public methods, dependencies, and existing code.

Skill for Claude CodeCodex

Part of the unity-coding-skills plugin — 10 skills, 3 agents shipped together

Install

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.

agentmods
npx agentmods add skills/nowsprinting/unity-coding-skills/test-designing-guide
Any agent
npx skills add nowsprinting/unity-coding-skills --skill test-designing-guide
Clone the repo
git clone --depth 1 https://github.com/nowsprinting/unity-coding-skills

Made for: Claude Code, Codex.

Or install unity-coding-skills, the plugin that ships this one along with the rest of its 10 skills, 3 agents.

Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 7,897 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What 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.

ModelPer sessionOnce 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

Measured 3d ago against content hash 253c11ab0053, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

skills/test-designing-guide/SKILL.md · 321 lines

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 Convention is 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:

  1. Editor tests — for Editor extension code (paths containing /Editor/), asset file validation, and cross-asset consistency checks.
  2. 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.
  3. 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.
  4. 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.
  5. 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."

Read the full file on GitHub · 321 lines

Files

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.

Changes

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.

  1. 3d ago First seen · 321 lines · 52 tokens per session scan A 253c11ab0053

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

unity

Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…

ReactUnity/core · 108 tokens

uloop-execute-dynamic-code

Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for reachable scene/component state, scene/prefab/menu automation, and PlayMode checks.

hatayama/unity-cli-loop · 43 tokens

uloop-simulate-mouse-input

Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay mouse clicks, long-press (LongPress), movement delta (MoveDelta/SmoothDelta), or scroll. Use --dry-run to check what a Game View coordinate hits in 3D physics before clicking (works in EditMode; no Input System required). Use…

hatayama/unity-cli-loop · 113 tokens

uloop-simulate-mouse-ui

Simulate PlayMode EventSystem UI mouse actions using screen coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.

hatayama/unity-cli-loop · 39 tokens

uloop-pause-point

Pauses Unity playback at any source file:line without editing code or recompiling, and returns a snapshot of the locals, parameters, and instance fields at that exact frame. Use for bug investigation, PlayMode/E2E verification, checking variable values at a specific frame, or confirming that a code path executed.

hatayama/unity-cli-loop · 69 tokens

uloop-screenshot

Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.

hatayama/unity-cli-loop · 31 tokens