Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
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Use when writing or running Unity tests - Unity Test Framework EditMode vs PlayMode, test assembly definitions, testing plain C# and ScriptableObjects, PlayMode scene/physics/input tests, batchmode CLI with result XML, coverage, and the dotnet test fallback when no editor is installed.
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The Unity Test Framework (NUnit 3 underneath) runs tests in two modes. EditMode tests run in the editor without entering Play mode — fast, ideal for plain C# rules, ScriptableObjects and editor tooling. PlayMode tests run the player loop — needed for scenes, physics, coroutines and input, and slower. Most tests should be EditMode tests against plain classes (testable-game-logic).
Core principle: EditMode first; PlayMode only for behaviour that needs the player loop. Read the result XML, not the log tail.
| Question | Mode | Typical setup |
|---|---|---|
| Does the damage/cooldown/inventory rule compute correctly? | EditMode | new the plain class |
| Is every shipped definition valid? | EditMode | AssetDatabase.FindAssets |
| Does a ScriptableObject-driven system behave? | EditMode | ScriptableObject.CreateInstance<T>() |
| Does the character land on the floor / trigger fire? | PlayMode | load a test scene, WaitForFixedUpdate |
| Does pressing Jump jump? | PlayMode | InputTestFixture |
| Does the coroutine/Awaitable sequence finish? | PlayMode | [UnityTest] yielding frames |
{
"name": "Tests.EditMode",
"references": ["Game.Core", "Game.Runtime", "UnityEngine.TestRunner", "UnityEditor.TestRunner"],
"includePlatforms": ["Editor"],
"overrideReferences": true,
"precompiledReferences": ["nunit.framework.dll"],
"defineConstraints": ["UNITY_INCLUDE_TESTS"],
"autoReferenced": false
}
PlayMode assemblies leave includePlatforms empty (any platform) and drop UnityEditor.TestRunner unless they need editor APIs. Tests live where the repository keeps them (often Assets/Tests/EditMode and Assets/Tests/PlayMode); follow its naming — Method_Scenario_Expected when there is none.
public class InventoryTests {
[Test] public void Add_BeyondStackLimit_OverflowsToNewSlot() {
var potion = ScriptableObject.CreateInstance<ItemDefinition>();
potion.Configure(id: "potion", maxStack: 5);
var inv = new Inventory(slots: 4);
inv.Add(potion, 7);
Assert.That(inv.Slots[0].Count, Is.EqualTo(5));
Assert.That(inv.Slots[1].Count, Is.EqualTo(2));
Object.DestroyImmediate(potion);
}
[TestCase(0f, 100)] [TestCase(0.5f, 50)] [TestCase(1f, 0)]
public void Damage_ByArmorFraction_ReducesLinearly(float armor, int expected) =>
Assert.That(DamageMath.Apply(100, armor), Is.EqualTo(expected));
}
Destroy every object a test creates (DestroyImmediate in EditMode, Destroy in PlayMode, or in [TearDown]) — leaked objects leak into the next test.
public class PlayerPhysicsTests {
[UnitySetUp] public IEnumerator Load() { yield return SceneManager.LoadSceneAsync("Test_FlatFloor"); }
[UnityTest] public IEnumerator Player_DroppedAboveFloor_BecomesGrounded() {
var player = Object.Instantiate(TestPrefabs.Player, new Vector3(0, 3, 0), Quaternion.identity);
for (int i = 0; i < 100; i++) yield return new WaitForFixedUpdate();
Assert.That(player.GetComponent<GroundCheck>().IsGrounded, Is.True);
}
}
public class JumpInputTests : InputTestFixture {
[UnityTest] public IEnumerator PressingSpace_MakesPlayerJump() {
var keyboard = InputSystem.AddDevice<Keyboard>();
var player = Object.Instantiate(TestPrefabs.Player);
yield return null;
Press(keyboard.spaceKey);
yield return new WaitForFixedUpdate();
Assert.That(player.GetComponent<Rigidbody>().linearVelocity.y, Is.GreaterThan(0f));
}
}
Test_*.unity) added to the test build, not production levels.for up to N fixed updates) instead of WaitForSeconds guesses.Time.timeScale can speed slow sequences, but physics results change with the step — assert outcomes, not exact positions.UNITY="/Applications/Unity/Hub/Editor/$(sed -n 's/m_EditorVersion: //p' ProjectSettings/ProjectVersion.txt)/Unity.app/Contents/MacOS/Unity"
mkdir -p /tmp/tt-<task key>
"$UNITY" -batchmode -nographics -projectPath . -runTests -testPlatform EditMode \
-testResults /tmp/tt-<task key>/editmode.xml -logFile /tmp/tt-<task key>/editmode.log
"$UNITY" -batchmode -projectPath . -runTests -testPlatform PlayMode \
-testResults /tmp/tt-<task key>/playmode.xml -logFile /tmp/tt-<task key>/playmode.log
-quit with -runTests; the editor quits when the run ends.-nographics for PlayMode tests that render or capture (game-visual-self-review).-testFilter "Game.Tests.InventoryTests" or -testCategory narrows a run while iterating.grep -o 'result="[A-Za-z]*" total="[0-9]*" passed="[0-9]*" failed="[0-9]*"' editmode.xml | head -1, and grep 'error CS' editmode.log for compile errors (a compile error means zero tests ran, which is not a pass). A non-zero exit code is a failure.Coverage, when the Code Coverage package is installed: add -enableCodeCoverage -coverageResultsPath /tmp/tt-<task key>/coverage -coverageOptions "generateAdditionalMetrics;assemblyFilters:+Game.*".
Game.Core (noEngineReferences: true).<!-- /tmp/tt-<task key>/core-tests/CoreTests.csproj -->
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup><TargetFramework>net8.0</TargetFramework><Nullable>disable</Nullable></PropertyGroup>
<ItemGroup>
<Compile Include="<repo>/Assets/Scripts/Core/**/*.cs" />
<Compile Include="<repo>/Assets/Tests/EditMode/Core/**/*.cs" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.*" />
<PackageReference Include="NUnit" Version="3.*" />
<PackageReference Include="NUnit3TestAdapter" Version="4.*" />
</ItemGroup>
</Project>
dotnet test /tmp/tt-<task key>/core-tests — Unity's C# language version is older than .NET 8's default, so set <LangVersion>9.0</LangVersion> if the repo targets it, to avoid using features Unity cannot compile.RAN: dotnet test (Core) 18/18 and NOT RUN: EditMode/PlayMode — Unity <version> not installed.error CS.WaitForSeconds(2) as the synchronisation in a test.Game.UI to test gameplay.No reviews yet. Tell others what you thought.
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Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
The English summary is being prepared. Showing the original description.
Use when the diff adds or changes an endpoint, resolver, RPC, job or query that takes an object id, a role check, a request binding or a tenant filter - BOLA/IDOR, function-level authorization, mass assignment and tenant scoping
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Use on every UI change - semantic HTML, labels for controls, keyboard-navigable dialogs/menus, visible focus, and never color as the only signal
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Use when a task changes any screen, form, dialog, menu or control - Lighthouse/axe scan of the changed screens, a keyboard walk, and the thresholds that fail a task
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How to work a task returned with review, QA or UAT findings. Use when a task is in need_revision or PR review comments are in your context.
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Use when the repository keeps its alerting in code, or a person asks for alerts outside TaskTrooper - PrometheusRule YAML, a Cloud Monitoring alert policy in Terraform, a Datadog monitor, each routed to TaskTrooper's alert ingest URL so it opens an incident here
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