/tests-run
Execute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be
$ npx -y skills add IvanMurzak/Unity-MCP --skill tests-run --agent claude-codeHow it fires
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/tests-run
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The summary Claude sees to decide when to auto-load this skill.
Execute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be
SKILL.md
tests-run.SKILL.mdname: tests-run
description: "Execute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run."
Tests / Run
Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development. Precondition: every open scene MUST be saved (no unsaved changes). If any open scene is dirty, this tool throws an InvalidOperationException listing the dirty scenes; save them and retry.
Filters
- `testMode` (default `EditMode`) — `EditMode` or `PlayMode`. EditMode is faster; prefer it during iteration.
- `testAssembly` / `testNamespace` / `testClass` / `testMethod` — optional, layered filters. Namespace and class filters become regex `groupNames` so the validation count and Unity's execution stay in sync. `testMethod` must be fully qualified (`Namespace.FixtureName.TestName`).
Response toggles
- `includePassingTests` (default `false`) — include details for passing tests; otherwise only failing test details are returned.
- `includeMessages` (default `true`) — include per-test result messages.
- `includeStacktrace` (default `false`) — include stack traces for failing tests.
- `includeLogs` (default `false`) — include console logs captured during the run.
- `logType` (default `Warning`) — minimum log severity to include.
- `includeLogsStacktrace` (default `false`) — include log stack traces (large payload; use sparingly).
Domain reloads
If the AssetDatabase refresh triggers compilation, the tool persists the run parameters to `SessionState`, returns `Processing`, and resumes the run automatically after the reload completes. Pre-existing compilation errors short-circuit the run and return the error details so the caller can fix the project first.
How to Call
unity-mcp-cli run-tool tests-run --input '{
"testMode": "string_value",
"testAssembly": "string_value",
"testNamespace": "string_value",
"testClass": "string_value",
"testMethod": "string_value",
"includePassingTests": false,
"includeMessages": false,
"includeStacktrace": false,
"includeLogs": false,
"logType": "string_value",
"includeLogsStacktrace": false
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool tests-run --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool tests-run --input-file - <<'EOF' > {"param": "value"} > EOF > ```
Troubleshooting
If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead. Read the /unity-initial-setup skill for detailed installation instructions.
Input
| Name | Type | Required | Description | |------|------|----------|-------------| | `testMode` | `string` | No | Test mode to run. Options: 'EditMode', 'PlayMode'. Default: 'EditMode' | | `testAssembly` | `string` | No | Specific test assembly name to run (optional). Example: 'Assembly-CSharp-Editor-testable' | | `testNamespace` | `string` | No | Specific test namespace to run (optional). Example: 'MyTestNamespace' | | `testClass` | `string` | No | Specific test class name to run (optional). Example: 'MyTestClass' | | `testMethod` | `string` | No | Specific fully qualified test method to run (optional). Example: 'MyTestNamespace.FixtureName.TestName' | | `includePassingTests` | `boolean` | No | Include details for all tests, both passing and failing (default: false). If you just need details for failing tests, set to false. | | `includeMessages` | `boolean` | No | Include test result messages in the test results (default: true). If you just need pass/fail status, set to false. | | `includeStacktrace` | `boolean` | No | Include stack traces in the test results (default: false). | | `includeLogs` | `boolean` | No | Include console logs in the test results (default: false). | | `logType` | `string` | No | Log type filter for console logs. Options: 'Log', 'Warning', 'Assert', 'Error', 'Exception'. (default: 'Warning') | | `includeLogsStacktrace` | `boolean` | No | Include stack traces for console logs in the test results (default: false). This is huge amount of data, use only if really needed. |
Input JSON Schema
{
"type": "object",
"properties": {
"testMode": {
"type": "string",
"enum": [
"EditMode",
"PlayMode"
]
},
"testAssembly": {
"type": "string"
},
"testNamespace": {
"type": "string"
},
"testClass": {
"type": "string"
},
"testMethod": {
"type": "string"
},
"includePassingTests": {
"type": "boolean"
},
"includeMessages": {
"type": "boolean"
},
"includeStacktrace": {
"type": "boolean"
},
"includeLogs": {
"type": "boolean"
},
"logType": {
"type": "string",
"enum": [
"Error",
"Assert",
"Warning",
"Log",
"Exception"
]
},
"includeLogsStacktrace": {
"type": "boolean"
}
}
}Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.TestRunner.TestRunResponse"
}
},
"$defs": {
"com.IvanMurzak.Unity.MCP.Editor.API.TestRunner.TestSummaryData": {
"type": "object",
"properties": {
"Status": {
"type": "string",
"enum": [
"Unknown",
"Passed",
"Failed"
]
},
"TotalTests": {
"type": "integer"
},
"PassedTests": {
"type": "integer"
},
"FailedTests": {Read more
name: tests-run description: "Execute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run."
Tests / Run
Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development. Precondition: every open scene MUST be saved (no unsaved changes). If any open scene is dirty, this tool throws an InvalidOperationException listing the dirty scenes; save them and retry.
Filters
- `testMode` (default `EditMode`) — `EditMode` or `PlayMode`. EditMode is faster; prefer it during iteration.
- `testAssembly` / `testNamespace` / `testClass` / `testMethod` — optional, layered filters. Namespace and class filters become regex `groupNames` so the validation count and Unity's execution stay in sync. `testMethod` must be fully qualified (`Namespace.FixtureName.TestName`).
Response toggles
- `includePassingTests` (default `false`) — include details for passing tests; otherwise only failing test details are returned.
- `includeMessages` (default `true`) — include per-test result messages.
- `includeStacktrace` (default `false`) — include stack traces for failing tests.
- `includeLogs` (default `false`) — include console logs captured during the run.
- `logType` (default `Warning`) — minimum log severity to include.
- `includeLogsStacktrace` (default `false`) — include log stack traces (large payload; use sparingly).
Domain reloads
If the AssetDatabase refresh triggers compilation, the tool persists the run parameters to `SessionState`, returns `Processing`, and resumes the run automatically after the reload completes. Pre-existing compilation errors short-circuit the run and return the error details so the caller can fix the project first.
How to Call
unity-mcp-cli run-tool tests-run --input '{
"testMode": "string_value",
"testAssembly": "string_value",
"testNamespace": "string_value",
"testClass": "string_value",
"testMethod": "string_value",
"includePassingTests": false,
"includeMessages": false,
"includeStacktrace": false,
"includeLogs": false,
"logType": "string_value",
"includeLogsStacktrace": false
}'> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool tests-run --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool tests-run --input-file - <<'EOF' > {"param": "value"} > EOF > ```
Troubleshooting
If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead. Read the /unity-initial-setup skill for detailed installation instructions.
Input
| Name | Type | Required | Description | |------|------|----------|-------------| | `testMode` | `string` | No | Test mode to run. Options: 'EditMode', 'PlayMode'. Default: 'EditMode' | | `testAssembly` | `string` | No | Specific test assembly name to run (optional). Example: 'Assembly-CSharp-Editor-testable' | | `testNamespace` | `string` | No | Specific test namespace to run (optional). Example: 'MyTestNamespace' | | `testClass` | `string` | No | Specific test class name to run (optional). Example: 'MyTestClass' | | `testMethod` | `string` | No | Specific fully qualified test method to run (optional). Example: 'MyTestNamespace.FixtureName.TestName' | | `includePassingTests` | `boolean` | No | Include details for all tests, both passing and failing (default: false). If you just need details for failing tests, set to false. | | `includeMessages` | `boolean` | No | Include test result messages in the test results (default: true). If you just need pass/fail status, set to false. | | `includeStacktrace` | `boolean` | No | Include stack traces in the test results (default: false). | | `includeLogs` | `boolean` | No | Include console logs in the test results (default: false). | | `logType` | `string` | No | Log type filter for console logs. Options: 'Log', 'Warning', 'Assert', 'Error', 'Exception'. (default: 'Warning') | | `includeLogsStacktrace` | `boolean` | No | Include stack traces for console logs in the test results (default: false). This is huge amount of data, use only if really needed. |
Input JSON Schema
{
"type": "object",
"properties": {
"testMode": {
"type": "string",
"enum": [
"EditMode",
"PlayMode"
]
},
"testAssembly": {
"type": "string"
},
"testNamespace": {
"type": "string"
},
"testClass": {
"type": "string"
},
"testMethod": {
"type": "string"
},
"includePassingTests": {
"type": "boolean"
},
"includeMessages": {
"type": "boolean"
},
"includeStacktrace": {
"type": "boolean"
},
"includeLogs": {
"type": "boolean"
},
"logType": {
"type": "string",
"enum": [
"Error",
"Assert",
"Warning",
"Log",
"Exception"
]
},
"includeLogsStacktrace": {
"type": "boolean"
}
}
}Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.TestRunner.TestRunResponse"
}
},
"$defs": {
"com.IvanMurzak.Unity.MCP.Editor.API.TestRunner.TestSummaryData": {
"type": "object",
"properties": {
"Status": {
"type": "string",
"enum": [
"Unknown",
"Passed",
"Failed"
]
},
"TotalTests": {
"type": "integer"
},
"PassedTests": {
"type": "integer"
},
"FailedTests": {Get up and running in three steps: Install plugin — download the .unitypackage installer or run openupm add com.ivanmurzak.unity.mcp Alternative: npx unity-mcp-cli install-plugin ./MyUnityProject — see CLI documentation Pick an AI agent — Claude Code, Claude
Repo: IvanMurzak/Unity-MCP
Other skills on ivanmurzak-unity-mcp.
- /build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Open skill - /github-pr-review-fix
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
Open skill - /assets-copy
Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
Open skill - /assets-create-folder
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
Open skill - /assets-delete
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Open skill - /assets-find-built-in
Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.
Open skill

