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 skills add tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-test-frameworkgit clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedevWrote 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.
[](https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-test-framework)<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-test-framework"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-test-framework/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.
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-test-framework"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-test-framework.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00027 | $0.03502 |
| Opus 5.5 | $0.00011 | $0.01401 |
| Sonnet 5.5 | $0.00005 | $0.00700 |
| Haiku 4.5 | $0.00003 | $0.00350 |
Grade A, and why
tools-unity-test-framework 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 1mo 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.
This is a copy
100% identical to tools-unity-test-framework — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 684 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Test Framework
Overview
Unity Test Framework provides NUnit-based testing for Unity with EditMode (fast, no runtime) and PlayMode (full Unity lifecycle) test support.
When to Use
- Unit testing game logic
- Integration testing systems
- Testing MonoBehaviour lifecycle
- Automated regression testing
- CI/CD test gates
Test Assembly Setup
Assembly Definition (EditMode)
// Tests/Editor/MyGame.Tests.Editor.asmdef
{
"name": "MyGame.Tests.Editor",
"rootNamespace": "MyGame.Tests",
"references": [
"MyGame.Core",
"MyGame.Gameplay",
"VContainer",
"UniTask"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll",
"NSubstitute.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [],
"noEngineReferences": false
}
Assembly Definition (PlayMode)
// Tests/Runtime/MyGame.Tests.Runtime.asmdef
{
"name": "MyGame.Tests.Runtime",
"references": [
"MyGame.Core",
"MyGame.Gameplay",
"VContainer",
"UniTask"
],
"includePlatforms": [],
"excludePlatforms": [],
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll",
"NSubstitute.dll"
],
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
]
}
EditMode Tests
Basic Test Structure
using NUnit.Framework;
namespace MyGame.Tests
{
[TestFixture]
public class DamageCalculatorTests
{
private DamageCalculator _calculator;
[SetUp]
public void SetUp()
{
_calculator = new DamageCalculator();
}
[TearDown]
public void TearDown()
{
_calculator = null;
}
[Test]
public void CalculateDamage_WithCrit_DoublesBaseDamage()
{
// Arrange
var baseDamage = 100;
var isCrit = true;
// Act
var result = _calculator.Calculate(baseDamage, isCrit);
// Assert
Assert.AreEqual(200, result);
}
[Test]
public void CalculateDamage_NoCrit_ReturnsBaseDamage()
{
var result = _calculator.Calculate(100, false);
Assert.AreEqual(100, result);
}
}
}
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.
- 1mo ago First seen · 684 lines · 27 tokens per session scan A 823510af524e
tools-unity-test-framework is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (15 stars, last pushed 8mo ago), licensed MIT. It adds 27 tokens to every session and 3,502 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to tools-unity-test-framework, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
regression-suite
Map test coverage to GDD critical paths, find fixed bugs lacking regression tests, flag drift from new features.
soak-test
Soak test protocol for extended play — what to observe and log for slow leaks, fatigue, late-appearing edge cases.
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
team-polish
Orchestrate the polish team — performance-analyst, technical-artist, sound-designer, qa-tester — to optimize and harden a feature or area.
smoke-check
Critical-path smoke gate before QA hand-off — runs the automated suite. A failed check means the build is not QA-ready.
develop-web-game
Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.