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Run Unity Test Runner operations asynchronously

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unity-skills
1.8k82 skills4 commands
Install
$ npx -y skills add Besty0728/Unity-Skills --skill test --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/test

Context preview

The summary Claude sees to decide when to auto-load this skill.

Run Unity Test Runner operations asynchronously

SKILL.md

test.SKILL.md
name: unity-test
description: Run Unity Test Runner operations asynchronously

> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Running EditMode/PlayMode tests
  • Discovering or listing tests
  • Polling async test results
  • Scaffolding test files
  • 运行 EditMode/PlayMode 测试、发现或列出测试、轮询异步测试结果、生成测试文件

Test Skills

Run and manage Unity tests.

Operating Mode

  • **Approval**: 只读 skill(`test_get_result` / `test_list` / `test_discover_get_result` / `test_get_last_result` / `test_list_categories` / `test_smoke_skills` / `test_get_summary`,标 `SkillMode.SemiAuto`)直接执行;执行/发现/创建型 skill(`test_run` / `test_run_by_name` / `test_discover_start` / `test_cancel` / `test_create_editmode` / `test_create_playmode`,默认 `SkillMode.FullAuto`)需用户 grant,grant 后服务端一步执行返结果(job 立即排进队列)。
  • **Auto / Bypass**: 直接执行。
  • **本模块有 4 个 NeverInSemi skill**(按 `IsForbiddenInSemi` 自动判定):
  • `MayEnterPlayMode = true`: `test_run`、`test_run_by_name`
  • `MayTriggerReload = true`: `test_create_editmode`、`test_create_playmode`(同时标 `MutatesAssets = true`)

Approval 模式下这 4 个返 `MODE_FORBIDDEN`,仅 Bypass 或 Allowlist 命中可绕过。注意:`test_run(testMode="PlayMode")` / `test_run_by_name` 会让 Unity TestRunner 切入 PlayMode;`test_create_editmode` / `test_create_playmode` 落盘新的 .cs 文件后会触发 Domain Reload。

  • **异步约定**:`test_run` / `test_run_by_name` / `test_discover_start` / `test_create_*` 立即返回 `jobId`;用 `test_get_result(jobId)` / `test_discover_get_result(jobId)` 轮询;Unity TestRunner 串行化,**正在跑测试时不要再起第二个 `test_run`**。

**DO NOT** (common hallucinations):

  • `test_run_all` does not exist → use `test_run` or `test_run_by_name`
  • `test_create_template` does not exist → use `test_create_editmode` or `test_create_playmode`
  • `test_get_status` does not exist → use `test_get_result` with `jobId` from test run
  • Test skills are async — they return a `jobId`, poll with `test_get_result(jobId)`
  • Unity Test Runner is serialized here: do not start a second `test_run` while another test job is still active
  • Prefer `unity_skills.get_skills(category="Test")` or `GET /skills/schema` for exact signatures instead of guessing from memory

**Routing**:

  • For compile error checking → use `debug` module's `debug_check_compilation`
  • For test script creation → `test_create_editmode` / `test_create_playmode`, then modify via `script` module
  • For broad regression probes across many skills → `test_smoke_skills`, which uses transient probes to avoid polluting workflow/batch persistence

Skills

`test_list`

List available tests via Unity Test Runner async discovery. **Returns `pendingDiscovery=true` + `discoveryJobId` on first call (cache miss)** — poll `test_discover_get_result(jobId)` then retry `test_list`. **Parameters:**

  • `testMode` (string, optional): EditMode or PlayMode. Default: EditMode.
  • `limit` (int, optional): Max tests to list. Default: 100.

**Returns:** `{ success, testMode, count, total, truncated, tests, pendingDiscovery, discoveryJobId, discoveryStatus }` — here `count` is how many came back and `total` is how many were discovered, `truncated: true` means raise `limit`. (`test_discover_get_result` uses `count` for the total instead — see the warning there.)

`test_run`

Run Unity tests asynchronously. Returns a `jobId` immediately; poll with `test_get_result(jobId)`. **Parameters:**

  • `testMode` (string, optional): EditMode or PlayMode. Default: EditMode.

**Returns:** `{ success, status, jobId, kind, testMode, filter, message }`

`test_get_result`

Get the result of a test run. **Parameters:**

  • `jobId` (string, required): Job ID from `test_run` / `test_run_by_name`.

**Returns:** `{ success, jobId, status, totalTests, passedTests, failedTests, skippedTests, inconclusiveTests, otherTests, failedTestNames, failedTestDetails, elapsedSeconds, resultSummary, error }` — each failure detail includes `name`, `resultState`, `message`, `stackTrace`, `durationSeconds`, and `output`.

`test_cancel`

Cancel a running test job if supported (Unity TestRunner has no hard cancel — best-effort). **Parameters:**

  • `jobId` (string, required): Job ID to cancel.

**Returns:** `{ success, jobId, status, cancelled, note, warnings }`

`test_discover_start`

Start asynchronous Unity Test Runner discovery and return a discovery `jobId`. Use this directly when you want explicit control over discovery; otherwise `test_list` / `test_list_categories` will trigger it on cache miss.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | testMode | string | No | EditMode | EditMode or PlayMode |

**Returns:** `{ success, status, jobId, kind, testMode, message }`

`test_discover_get_result`

Get the result of an asynchronous Unity Test Runner discovery job.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | jobId | string | Yes | - | Discovery job ID | | limit | int | No | 100 | Max tests in the response; **the default silently caps a larger suite** |

**Returns:** `{ success, jobId, status, testMode, discoveryMode, count, returned, truncated, tests, error }`

> **Here `count` is the total and `returned` is what you got.** `count` is how many tests the discovery found, `returned` is how many are in `tests` after `limit` was applied, `truncated: true` says the two differ — raise `limit` to see the rest. A project with 300 tests answers `count: 300, returned: 100, truncated: true` under the default. Never derive the suite size from `len(tests)`. > > ⚠️ **`count` means the opposite thing in `test_list`.** There `count` is the *returned* length and `total` is the discovered size; here `count` is the *discovered* size and `returned` is the returned leng

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