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-writing-guidenpx skills add nowsprinting/unity-coding-skills --skill test-writing-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 | $0.00081 | $0.02182 |
| Opus 5 | $0.00041 | $0.01091 |
| Sonnet 5 | $0.00016 | $0.00436 |
| Haiku 4.5 | $0.00008 | $0.00218 |
Grade A, and why
test-writing-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 — 135 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Guide for writing test code for Unity projects.
Rules
- Before modifying any test file, check if the editor is in Play Mode. If it is, stop it using the
unity_play_controltool first. - Never create
.metafiles. Unity editor creates them automatically. - When a test creates a
GameObjector instantiates a prefab, add[CreateScene]to the test method (not required if[LoadScene]is already present). - When adding a test seam to production code (e.g., an
internalaccessor or a virtual override point to support injection), always wrap it with#if UNITY_INCLUDE_TESTS…#endifso it is excluded from non-test builds:#if UNITY_INCLUDE_TESTS internal void SetStateForTest(State state) => _state = state; #endif
Categories
- When implementing tests designed as integration tests, add
[Category("Integration")]to the test method. - When implementing tests designed as visual verification tests, add
[Category("VisualVerification")]to the test method. - When implementing tests designed as acceptance tests (marked
(acceptance test)in the test case design), add[Category("Acceptance")]to the test method. - For test methods that test the
internalvisibility method, add[Category("Internal")]. - For test methods that depend on animation timing or other timing-sensitive conditions that may cause instability on slow CPUs, add
[Category("IgnoreCI")]. - For test methods that specify the
GameViewResolutionattribute, add[Category("IgnoreCI")].
Multi-frame tests
When a game mechanic across frames (e.g., playing a card and waiting for its resolution), wait for the step to finish before asserting — not at a fixed frame count.
await DragCard(Cards[1], Enemies[0]);
while (battleDirector.IsPlaying) // wait until the played action fully resolves
await Awaitable.NextFrameAsync();
Assert.That(battleState.Enemies[0].Hp, Is.LessThan(hpBefore));
- To confirm step completion, use a production-side state machine or a "busy" signal (
IsPlaying, coroutine flag, etc.). Do not use a fixed number of frames orWaitForSeconds. - When UniTask is available,
UniTask.WaitUntilandUniTask.WaitUntilValueChangedare alternatives to thewhileloop:await UniTask.WaitUntil(() => isActive == false); await UniTask.WaitUntilValueChanged(this, x => x.isActive); - When an operation triggers a deferred
Destroyor UI rebuild, advance one extraawait Awaitable.NextFrameAsync()before asserting on the new hierarchy.
What ships with it
5 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 · 135 lines · 81 tokens per session scan A 85efcd22fc74
test-writing-guide is a skill published in the GitHub repository nowsprinting/unity-coding-skills (19 stars, last pushed 3d ago), licensed Unlicense. It adds 81 tokens to every session and 2,182 once invoked, about $0.0004 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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