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From unity-kit
Playtest the game — verify input reaches gameplay, drive a play session, screenshot proof
How this command is triggered — by the user, by Claude, or both
Slash command
/unity-kit:playtestThe summary Claude sees in its command listing — used to decide when to auto-load this command
Playtest the current project's game per the unity-playtest skill, all three tiers: 1. **Input path**: ensure InputTestFixture-based PlayMode tests exist for the game's core inputs (create them if missing — asmdef needs `Unity.InputSystem` + `Unity.InputSystem.TestFramework`), then run them. 2. **Live session**: enter play mode, probe game state via `execute_code` (freeze/slow the game's tick for deterministic stepping), drive at intent level, check the console for exceptions. 3. **Visual**: screenshot the Game view at boot and after scripted actions; inspect the images. If the user report...
Playtest the current project's game per the unity-playtest skill, all three tiers:
Unity.InputSystem + Unity.InputSystem.TestFramework), then run them.execute_code (freeze/slow the game's tick for deterministic stepping), drive at intent level, check the console for exceptions.If the user reports input doing nothing, run the skill's diagnosis order first (half-switched Active Input Handling → zero InputSystem.devices is the classic cause; it needs a verified editor restart via unity-launch).
Stop play mode when done. Report exactly what was pressed, asserted, and seen — including test counts and what the screenshots show. $ARGUMENTS
npx claudepluginhub benjamin-curlier/unity-kit --plugin unity-kit