unity-tdd

unity-tdd is a skill for Claude Code from sonereraslan/local-marketplace. It costs 104 tokens per session (3,076 once invoked), scanned A, original, MIT.

A Unity testing workflow that follows test-driven development: write a failing test, add the smallest code needed to pass it, then improve the code. It covers Unity EditMode and PlayMode tests.

In plain words
What is it for?
It is for writing tests before Unity features or bug fixes, using the Unity Test Runner, and testing isolated C# game logic.
Why use it?
It helps catch incorrect behavior early and makes sure tests actually detect the problem they are meant to cover.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the superunity plugin — 11 skills, 1 command, 4 agents, 2 hooks shipped together

Good fit It is for writing tests before Unity features or bug fixes, using the Unity Test Runner, and testing isolated C# game logic.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/sonereraslan/local-marketplace/unity-tdd
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.

Any agent
npx skills add sonereraslan/local-marketplace --skill unity-tdd
Clone the repo
git clone --depth 1 https://github.com/sonereraslan/local-marketplace

Made for: Claude Code.

Or install superunity, the plugin that ships this one along with the rest of its 11 skills, 1 command, 4 agents, 2 hooks.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-tdd

README.md
[![agentmods](https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-tdd/github.svg)](https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-tdd)
Your own site
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-tdd"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-tdd/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-tdd

Your own site · 80×15
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-tdd"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-tdd.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 104 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,076 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00104 $0.03076
Opus 5 $0.00052 $0.01538
Sonnet 5 $0.00021 $0.00615
Haiku 4.5 $0.00010 $0.00308

Measured 7d ago against content hash 4edf1f85362c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

unity-tdd 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 7d 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.

plugins/superunity/skills/unity-tdd/SKILL.md · 359 lines

How it starts

The opening of the file, as written. The whole thing — 359 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Test-Driven Development (Unity)

Overview

Write the test first. Watch it fail. Write minimal code to pass.

Core principle: If you didn't watch the test fail, you don't know if it tests the right thing.

When to Use

Always (write tests first):

  • New domain logic (game rules, calculations, state machines)
  • Bug fixes where the failure can be isolated to C# logic
  • Refactoring pure C# classes
  • ScriptableObject data and methods

TDD where logic can be isolated. Visual and experiential tuning does not require TDD.

Exceptions (discuss with user):

  • Visual/experiential tuning (particle effects, camera shake, animation curves, game feel)
  • Throwaway prototype scenes
  • Procedural content generation requiring human judgment

Tests must be deterministic. If a test can pass and fail intermittently under identical conditions, it is invalid and must be fixed before continuing development.

The Iron Law

Rule: No production code without a failing test first.

If code was written before the test, delete it and start fresh from the test. Do not keep it as reference or adapt it while writing tests. Implement from tests only.

Test Type Selection

Choose test type BEFORE writing any test. This determines the test folder, .asmdef references, and what Unity systems are available.

Logic Type Test Type Rationale
Pure C# calculations, state, rules EditMode Fast, no Unity overhead, no domain reload cost
ScriptableObject data and methods EditMode No scene required, runs headlessly
MonoBehaviour lifecycle (Awake, Start, Update) PlayMode Requires Unity runtime
Physics interactions PlayMode Requires physics simulation
Coroutines PlayMode Requires frame execution
Scene loading / unloading PlayMode Requires Scene system
UI Canvas interactions PlayMode Requires UI system
Visual-only tuning (particles, curves, feel) No test Human judgment required

Read the full file on GitHub · 359 lines

Files

What ships with it

1 file 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. 7d ago First seen · 359 lines · 104 tokens per session scan A 4edf1f85362c

Subscribe to this mod's changes

unity-tdd is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 104 tokens to every session and 3,076 once invoked, about $0.0005 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 2026-09-03.

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