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/thearcforge/hades/unity-testingnpx skills add TheArcForge/Hades --skill unity-testinggit clone --depth 1 https://github.com/TheArcForge/HadesWhat 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 | $0.00035 | $0.06637 |
| Opus 5 | $0.00017 | $0.03318 |
| Sonnet 5 | $0.00007 | $0.01327 |
| Haiku 4.5 | $0.00003 | $0.00664 |
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.
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], orTestFixture - 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.
-
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.
- Call
-
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 inTests/inside the package) and an application (tests go in a siblingTests/folder).
- Call
-
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_updateto record it so it is consistent across the codebase.
- Call
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.
- 2d ago First seen · 849 lines · 35 tokens per session scan A d542d0f4e3d3
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.
Other skills, from other repositories
unity-reviewer
Use after implementation to review code changes for Unity anti-patterns, performance issues, and correctness problems. Also use when superpowers:requesting-code-review is active to provide Unity-specific review criteria.
component-design
Use when you need detailed decision frameworks for MonoBehaviour composition, inter-component communication, single responsibility, and execution order.
data-modeling
Use when you need detailed decision frameworks for ScriptableObject patterns, runtime data management, serialization strategies, and data-driven architecture.
prefab-architecture
Use when you need detailed decision frameworks for prefab vs variant vs ScriptableObject, nested prefab design, override strategies, and prefab editing workflows.
scene-architecture
Use when you need detailed decision frameworks for scene structure, additive loading, scene management, transitions, and persistent managers.
unity-architect
Use when making Unity architecture decisions — system design, scope analysis, feature planning. Covers prefab strategy, scene structure, component design, data modeling, and performance considerations.