Skip to content
cccskills
FreePublished on GitHub

tools-unity-test-framework

Unity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.

The English summary is being prepared. Showing the original description.

Works withUnity
See how to install

Files included (1)

  • SKILL.md15.0 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

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);
        }
    }
}

Parameterized Tests

[TestFixture]
public class AttributeTests
{
    [TestCase(100, 0.5f, 50)]
    [TestCase(100, 1.0f, 100)]
    [TestCase(100, 2.0f, 200)]
    [TestCase(0, 1.5f, 0)]
    public void ApplyMultiplier_ReturnsCorrectValue(float baseValue, float multiplier, float expected)
    {
        var result = AttributeCalculator.ApplyMultiplier(baseValue, multiplier);
        Assert.AreEqual(expected, result, 0.001f);
    }
    
    [TestCaseSource(nameof(DamageTestCases))]
    public void CalculateDamage_WithTestCases(int attack, int defense, int expected)
    {
        var result = DamageFormula.Calculate(attack, defense);
        Assert.AreEqual(expected, result);
    }
    
    private static IEnumerable<TestCaseData> DamageTestCases()
    {
        yield return new TestCaseData(100, 50, 75).SetName("Normal damage");
        yield return new TestCaseData(100, 100, 50).SetName("Equal stats");
        yield return new TestCaseData(50, 100, 25).SetName("High defense");
    }
}

Testing with GameObjects

[TestFixture]
public class HealthComponentTests
{
    private GameObject _testObject;
    private HealthComponent _health;
    
    [SetUp]
    public void SetUp()
    {
        _testObject = new GameObject("TestHealth");
        _health = _testObject.AddComponent<HealthComponent>();
        _health.Initialize(100);
    }
    
    [TearDown]
    public void TearDown()
    {
        Object.DestroyImmediate(_testObject);
    }
    
    [Test]
    public void TakeDamage_ReducesHealth()
    {
        _health.TakeDamage(30);
        Assert.AreEqual(70, _health.CurrentHealth);
    }
    
    [Test]
    public void TakeDamage_AtZero_TriggersDeath()
    {
        bool deathTriggered = false;
        _health.OnDeath += () => deathTriggered = true;
        
        _health.TakeDamage(100);
        
        Assert.IsTrue(deathTriggered);
        Assert.AreEqual(0, _health.CurrentHealth);
    }
}

PlayMode Tests

Basic PlayMode Test

using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;

[TestFixture]
public class PlayerMovementTests
{
    private GameObject _player;
    private PlayerMovement _movement;
    
    [UnitySetUp]
    public IEnumerator SetUp()
    {
        _player = new GameObject("Player");
        _movement = _player.AddComponent<PlayerMovement>();
        yield return null; // Wait one frame for Awake/Start
    }
    
    [UnityTearDown]
    public IEnumerator TearDown()
    {
        Object.Destroy(_player);
        yield return null;
    }
    
    [UnityTest]
    public IEnumerator Move_OverTime_ChangesPosition()
    {
        var startPos = _player.transform.position;
        
        _movement.Move(Vector3.forward);
        
        yield return new WaitForSeconds(0.5f);
        
        Assert.AreNotEqual(startPos, _player.transform.position);
    }
}

Async Tests with UniTask

using Cysharp.Threading.Tasks;

[TestFixture]
public class AsyncServiceTests
{
    [Test]
    public async Task LoadDataAsync_ReturnsValidData()
    {
        var service = new DataService();
        
        var result = await service.LoadDataAsync();
        
        Assert.IsNotNull(result);
        Assert.IsTrue(result.IsValid);
    }
    
    [UnityTest]
    public IEnumerator LoadDataAsync_WithUniTask_Works() => UniTask.ToCoroutine(async () =>
    {
        var service = new DataService();
        
        var result = await service.LoadDataAsync();
        
        Assert.IsNotNull(result);
    });
}

Mocking with NSubstitute

Basic Mocking

using NSubstitute;

[TestFixture]
public class CombatSystemTests
{
    private ICombatSystem _combatSystem;
    private ITargetingService _mockTargeting;
    private IDamageCalculator _mockDamage;
    
    [SetUp]
    public void SetUp()
    {
        _mockTargeting = Substitute.For<ITargetingService>();
        _mockDamage = Substitute.For<IDamageCalculator>();
        
        _combatSystem = new CombatSystem(_mockTargeting, _mockDamage);
    }
    
    [Test]
    public void Attack_WithValidTarget_CalculatesDamage()
    {
        // Arrange
        var attacker = CreateTestCharacter();
        var target = CreateTestCharacter();
        
        _mockTargeting.GetTarget(attacker).Returns(target);
        _mockDamage.Calculate(Arg.Any<AttackData>()).Returns(50);
        
        // Act
        _combatSystem.Attack(attacker);
        
        // Assert
        _mockDamage.Received(1).Calculate(Arg.Any<AttackData>());
    }
    
    [Test]
    public void Attack_WithNoTarget_DoesNotCalculateDamage()
    {
        var attacker = CreateTestCharacter();
        _mockTargeting.GetTarget(attacker).Returns((Character)null);
        
        _combatSystem.Attack(attacker);
        
        _mockDamage.DidNotReceive().Calculate(Arg.Any<AttackData>());
    }
}

Mocking Async Methods

[Test]
public async Task SaveGame_CallsStorageService()
{
    var mockStorage = Substitute.For<IStorageService>();
    mockStorage.SaveAsync(Arg.Any<SaveData>()).Returns(UniTask.CompletedTask);
    
    var saveSystem = new SaveSystem(mockStorage);
    
    await saveSystem.SaveGameAsync();
    
    await mockStorage.Received(1).SaveAsync(Arg.Any<SaveData>());
}

Argument Matchers

[Test]
public void ApplyDamage_WithCorrectAmount()
{
    var mockHealth = Substitute.For<IHealthComponent>();
    var combat = new CombatHandler(mockHealth);
    
    combat.ApplyDamage(100);
    
    // Exact value
    mockHealth.Received().TakeDamage(100);
    
    // Any value
    mockHealth.Received().TakeDamage(Arg.Any<int>());
    
    // Value matching condition
    mockHealth.Received().TakeDamage(Arg.Is<int>(x => x > 0));
}

Testing VContainer

Testing with DI Container

[TestFixture]
public class ServiceTests
{
    private LifetimeScope _testScope;
    
    [SetUp]
    public void SetUp()
    {
        _testScope = LifetimeScope.Create(builder =>
        {
            // Register mocks
            var mockRepo = Substitute.For<IPlayerRepository>();
            builder.RegisterInstance(mockRepo);
            
            // Register real service under test
            builder.Register<PlayerService>(Lifetime.Singleton);
        });
    }
    
    [TearDown]
    public void TearDown()
    {
        _testScope?.Dispose();
    }
    
    [Test]
    public void PlayerService_ResolvesCorrectly()
    {
        var service = _testScope.Container.Resolve<PlayerService>();
        Assert.IsNotNull(service);
    }
}

Testing Installers

[Test]
public void GameInstaller_RegistersAllDependencies()
{
    using var scope = LifetimeScope.Create(new GameInstaller());
    
    // Verify critical services resolve
    Assert.DoesNotThrow(() => scope.Container.Resolve<IPlayerService>());
    Assert.DoesNotThrow(() => scope.Container.Resolve<ICombatService>());
    Assert.DoesNotThrow(() => scope.Container.Resolve<IInventoryService>());
}

Test Utilities

Test Base Class

public abstract class GameplayTestBase
{
    protected GameObject TestGameObject { get; private set; }
    
    [SetUp]
    public virtual void SetUp()
    {
        TestGameObject = new GameObject("Test");
    }
    
    [TearDown]
    public virtual void TearDown()
    {
        if (TestGameObject != null)
            Object.DestroyImmediate(TestGameObject);
    }
    
    protected T AddComponent<T>() where T : Component
    {
        return TestGameObject.AddComponent<T>();
    }
    
    protected GameObject CreateChild(string name = "Child")
    {
        var child = new GameObject(name);
        child.transform.SetParent(TestGameObject.transform);
        return child;
    }
}

// Usage
public class MyTests : GameplayTestBase
{
    [Test]
    public void Test()
    {
        var component = AddComponent<MyComponent>();
        // Test...
    }
}

Async Test Helpers

public static class AsyncTestHelpers
{
    public static IEnumerator WaitForCondition(
        Func<bool> condition,
        float timeout = 5f,
        string message = "Condition not met")
    {
        var startTime = Time.time;
        
        while (!condition())
        {
            if (Time.time - startTime > timeout)
            {
                Assert.Fail(message);
                yield break;
            }
            yield return null;
        }
    }
    
    public static IEnumerator WaitFrames(int frames)
    {
        for (int i = 0; i < frames; i++)
            yield return null;
    }
}

ScriptableObject Test Helper

public static class ScriptableObjectTestHelper
{
    public static T CreateInstance<T>() where T : ScriptableObject
    {
        return ScriptableObject.CreateInstance<T>();
    }
    
    public static T CreateInstance<T>(Action<T> configure) where T : ScriptableObject
    {
        var instance = ScriptableObject.CreateInstance<T>();
        configure(instance);
        return instance;
    }
}

// Usage
[Test]
public void AbilityConfig_HasCorrectDefaults()
{
    var ability = ScriptableObjectTestHelper.CreateInstance<AbilitySO>(a =>
    {
        a.Damage = 100;
        a.Cooldown = 5f;
    });
    
    Assert.AreEqual(100, ability.Damage);
}

Test Categories and Filtering

Categories

[TestFixture]
[Category("Combat")]
public class CombatTests
{
    [Test]
    [Category("Critical")]
    public void CriticalCombatTest() { }
    
    [Test]
    [Category("Slow")]
    public void SlowCombatTest() { }
}

// Run specific category:
// Unity Test Runner > Category filter
// Or CLI: -testFilter "Category=Combat"

Conditional Tests

[Test]
[Platform(Include = "Editor")]
public void EditorOnlyTest() { }

[Test]
[UnityPlatform(RuntimePlatform.Android, RuntimePlatform.IPhonePlayer)]
public void MobileOnlyTest() { }

[Test]
[Ignore("Not implemented yet")]
public void FutureTest() { }

Assertions

Common Assertions

// Equality
Assert.AreEqual(expected, actual);
Assert.AreNotEqual(unexpected, actual);

// Boolean
Assert.IsTrue(condition);
Assert.IsFalse(condition);

// Null
Assert.IsNull(obj);
Assert.IsNotNull(obj);

// Collections
Assert.Contains(item, collection);
Assert.IsEmpty(collection);
CollectionAssert.AreEqual(expected, actual);
CollectionAssert.AreEquivalent(expected, actual); // Order doesn't matter

// Exceptions
Assert.Throws<ArgumentException>(() => MethodThatThrows());
Assert.DoesNotThrow(() => SafeMethod());

// Floating point (with tolerance)
Assert.AreEqual(1.0f, actual, 0.001f);

// String
StringAssert.Contains("expected", actualString);
StringAssert.StartsWith("prefix", actualString);

Custom Assertions

public static class GameAssert
{
    public static void IsAlive(Character character)
    {
        Assert.IsTrue(character.IsAlive, $"Expected {character.Name} to be alive");
    }
    
    public static void HasTag(GameplayTagContainer container, string tag)
    {
        Assert.IsTrue(
            container.HasTag(GameplayTag.Get(tag)),
            $"Expected container to have tag '{tag}'"
        );
    }
}

CI/CD Integration

Command Line Execution

# Run EditMode tests
Unity -runTests -batchmode -projectPath /path/to/project \
  -testPlatform EditMode \
  -testResults results.xml \
  -logFile test.log

# Run specific category
Unity -runTests -batchmode -projectPath /path/to/project \
  -testPlatform EditMode \
  -testFilter "Category=Critical"

# Run PlayMode tests
Unity -runTests -batchmode -projectPath /path/to/project \
  -testPlatform PlayMode \
  -testResults results.xml

GitHub Actions Example

- name: Run Tests
  run: |
    Unity -runTests \
      -batchmode \
      -projectPath . \
      -testPlatform EditMode \
      -testResults TestResults.xml \
      -logFile TestLog.txt
      
- name: Upload Results
  uses: actions/upload-artifact@v3
  with:
    name: test-results
    path: TestResults.xml

Best Practices

  1. Name tests clearly - Method_Scenario_ExpectedResult
  2. One assertion per test when possible
  3. Use SetUp/TearDown for common initialization
  4. Mock external dependencies - Don't test the framework
  5. Keep tests fast - EditMode for logic, PlayMode only when needed
  6. Test edge cases - Null, empty, boundary values
  7. Use categories for filtering
  8. Run tests before commit - Pre-commit hooks
  9. Maintain test independence - No shared state
  10. Write tests for bugs - Prevent regression

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

adopt

Free

Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.

The English summary is being prepared. Showing the original description.

IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.

The English summary is being prepared. Showing the original description.

IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.

The English summary is being prepared. Showing the original description.

IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.

The English summary is being prepared. Showing the original description.

IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

The English summary is being prepared. Showing the original description.

IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.

The English summary is being prepared. Showing the original description.

IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

See all skills by IdoCohen560

Report a problem with this skill