code-writing-guide
Provides coding guidelines for Unity projects. Make sure to use this skill whenever writing, creating, editing, or modifying code…
Provides test design methodology for Unity projects. Use this skill whenever designing test cases from requirements or specifications, including selecting test techniques, deriving test cases, and formatting them. Even for small features, load this skill to ensure test design
Claude Code
$ npx -y skills add nowsprinting/unity-coding-skills --skill test-designing-guide --agent claude-code
Codex
$ npx skills add nowsprinting/unity-coding-skills --skill test-designing-guide -a codex -y
Cursor
$ npx skills add nowsprinting/unity-coding-skills --skill test-designing-guide -a cursor -y
Gemini CLI
$ npx skills add nowsprinting/unity-coding-skills --skill test-designing-guide -a gemini-cli -y
GitHub Copilot
$ npx skills add nowsprinting/unity-coding-skills --skill test-designing-guide -a github-copilot -y
OpenCode
$ npx skills add nowsprinting/unity-coding-skills --skill test-designing-guide -a opencode -y
Windsurf
$ npx skills add nowsprinting/unity-coding-skills --skill test-designing-guide -a windsurf -y
name: test-designing-guide description: >- Provides test design methodology for Unity projects. Use this skill whenever designing test cases from requirements or specifications, including selecting test techniques, deriving test cases, and formatting them. Even for small features, load this skill to ensure test design rigor. user-invocable: false license: Unlicense metadata: author: Koji Hasegawa
Guide for designing test cases for Unity projects.
This skill requires the following inputs in its prompt:
| Input | Required | Description | |---------------------------|----------|------------------------------------------------------------------------------------| | **Requirements** | Required | The feature requirements to test against | | **Implementation design** | Required | Class names, public method signatures, dependency interfaces, and design rationale | | **Existing code context** | Optional | File paths and class summaries of relevant existing code | | **Language convention** | Optional | Project language for test names and prose output (from `CLAUDE.md`). |
For bug-fix tasks, the **Requirements** input is the bug report (Condition / Expected / Actual), and the **Implementation design** input is the existing class/method structure of the affected production code — there is no new design.
The table above is the complete set of recognized inputs. Ignore anything else in the prompt — in particular test cases or manual test lists from a Plan agent (test design is this skill's sole responsibility) and output format overrides (the template in Section 6 is fixed).
Read the requirements and identify testable specifications. If the specifications are unclear, use the AskUserQuestion tool to request clarification before proceeding. If the test target has low testability, flag it in the Testability Assessment (Section 7).
For each test target, determine which layer it belongs to based on its nature and integration level:
1. **Editor tests** — for Editor extension code (paths containing `/Editor/`), asset file validation, and cross-asset consistency checks. 2. **Unit tests** — test runtime code whose execution is **initiated by a direct method call**. This includes tests that verify behavior driven by Unity's lifecycle (Awake, Start, Update, etc.) or UI events. Prioritize **least integrated** targets, testing them comprehensively; for highly integrated targets (where the SUT collaborates with dependent objects), keep test density low and focus on interactions between objects. 3. **Integration tests** — test targets that are a **scene or prefab** (or an equivalent GameObject hierarchy assembled in test code), together with the interplay among its placed components (MonoBehaviour subclasses) and the assets they reference. Unit tests cover targets whose execution is initiated by a direct method call; integration tests cover behavior that only emerges from Unity's component wiring and asset linkage.
4. **Visual verification tests** — verify that actual on-screen rendering conforms to the intended design: positional relationships between elements, typography (font size, font style, and font family), text/background contrast and legibility, visual state representation (e.g., a disabled button looks grayed out), and rendering quality (no sprite distortion, ghosting, or unintended clipping). Take screenshots in the test code, and image analysis (see Section 4). A deterministic mid-point of an animation (e.g., an attack lunge at its peak, a fade-out at half time) can also be captured and verified here; only subjective motion feel belongs to manual tests. Design these **before** falling back to manual tests. 5. **Manual tests** — reserved for items that **neither automated tests nor image analysis can verify** — i.e., items requiring human sensory judgment with no objective pass/fail criterion (e.g., game feel, animation polish, audio balance). Do NOT add manual tests for scenarios already covered by integration tests or visual verification tests, even if they seem "worth confirming by eye."
**Note:** Never use Edit Mode tests for runtime code logic. Edit Mode and Play Mode test runners cannot execute simultaneously — splitting coverage for a single SUT between the two modes prevents running all tests at once. Play Mode tests can run on actual devices (player builds), which Editor tests cannot.
**Prefer specification-based tests over structural (implementation-coupled) tests.** Structural tests break under refactoring and lose value fast. It's fine to write a structural test temporarily when you're unsure about an implementation, but plan to delete it once specification tests cover the same behavior.
For each test target, select appropriate techniques:
A Claude Code plugin for Unity development that enables coding agents to work autonomously through a test-first workflow — writing reliable, maintainable tests before production code, then iterating to completion without constant oversight.
Provides coding guidelines for Unity projects. Make sure to use this skill whenever writing, creating, editing, or modifying code…
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