unity-testing

A guide to designing and organizing tests for Unity games and applications. Unity tests may run in EditMode for editor-side code or PlayMode for running-game behavior.

In plain words
What is it for?
It helps structure test assemblies, decide what to test, mock Unity components, and run Unity tests in continuous integration systems.
Why use it?
It helps choose the right test type, isolate game logic, and avoid testing the wrong layer or setup.

Skill for Claude CodeCodex

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/thearcforge/hades/unity-testing
Any agent
npx skills add TheArcForge/Hades --skill unity-testing
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/Hades

Made for: Claude Code, Codex.

Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,637 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 $0.00035 $0.06637
Opus 5 $0.00017 $0.03318
Sonnet 5 $0.00007 $0.01327
Haiku 4.5 $0.00003 $0.00664

Measured 2d ago against content hash d542d0f4e3d3, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-testing 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 2d 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.

ClaudeCodePlugin/skills/unity-testing/SKILL.md · 849 lines

How it starts

The opening of the file, as written. The whole thing — 849 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Testing

Decision framework for testing in Unity: when to use EditMode vs PlayMode tests, what is worth testing and what is not, how to structure test assemblies, mocking strategies without third-party frameworks, and how to integrate with CI.

When to Apply

Activate when the conversation involves:

  • Deciding whether a test belongs in EditMode or PlayMode
  • Writing a new test class or test assembly
  • Questions about [Test], [UnityTest], [SetUp], [TearDown], or TestFixture
  • Mocking Unity components or isolating game logic from the MonoBehaviour lifecycle
  • Setting up assembly definitions for test projects
  • Running Unity tests in CI (headless, command-line)
  • Deciding whether something is worth testing at all

Do NOT activate for debugging a specific runtime bug without a test reproduction case — that goes to general debugging. Do NOT activate for performance measurement — that goes to hades:unity-performance.

Project Context Check

Before making testing recommendations, gather context to match advice to the actual project.

  1. Find existing tests:

    • Call search_by_name("*Test*") — reveals all existing test files and their location. If the project has no tests yet, the first recommendation is always to establish the assembly structure before writing any test.
    • Call search_by_name("*Tests.asmdef") — finds test assembly definitions. If none exist, any tests are currently compiling into the main runtime assembly and shipping in builds — a critical issue to fix first.
  2. Understand project structure:

    • Call get_project_summary() — reveals project scale, whether it is a package or application, and existing folder organization. Test placement conventions differ between a package (tests go in Tests/ inside the package) and an application (tests go in a sibling Tests/ folder).
  3. Check documented testing conventions:

    • Call recall_memory("testing strategy coverage") — retrieves any recorded decisions about test coverage targets, fixture patterns, or CI configuration already in place.
    • After establishing a testing pattern for the first time, call propose_memory_update to record it so it is consistent across the codebase.

Read the full file on GitHub · 849 lines

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. 2d ago First seen · 849 lines · 35 tokens per session scan A d542d0f4e3d3

Subscribe to this mod's changes

unity-testing is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 6d ago), licensed MIT. It adds 35 tokens to every session and 6,637 once invoked, about $0.0002 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.