From unity-dev-toolkit
Runs Unity Test Framework tests via CLI: detects Editor, executes EditMode/PlayMode tests, parses XML results, generates failure reports. For game logic validation, debugging, CI/CD.
npx claudepluginhub Dev-GOM/claude-code-marketplace --plugin unity-dev-toolkitThis skill uses the workspace's default tool permissions.
This skill enables automated execution and analysis of Unity Test Framework tests directly from the command line. It handles the complete test workflow: detecting Unity Editor installations across platforms (Windows/macOS/Linux), configuring test parameters, executing tests in EditMode or PlayMode, parsing NUnit XML results, and generating detailed failure reports with actionable insights.
Unity 6 testing guide. Use when writing unit tests, integration tests, or doing TDD with Unity Test Framework. Covers Edit Mode and Play Mode tests, NUnit attributes ([Test], [UnityTest], [SetUp], [TearDown]), testing MonoBehaviours and coroutines, and CI/CD integration. Based on Unity 6.3 LTS documentation.
Selects optimal mix of plain C#, edit mode, play mode, and smoke tests for Unity features. Use when adding tests, fixing slow/brittle suites, or catching engine regressions.
Controls Unity Editor from terminal via ucp CLI over WebSocket/JSON-RPC bridge. Automates scenes, GameObjects, assets, prefabs, builds, tests, packages, and debugging headless.
Share bugs, ideas, or general feedback.
This skill enables automated execution and analysis of Unity Test Framework tests directly from the command line. It handles the complete test workflow: detecting Unity Editor installations across platforms (Windows/macOS/Linux), configuring test parameters, executing tests in EditMode or PlayMode, parsing NUnit XML results, and generating detailed failure reports with actionable insights.
Use this skill when:
Example user requests:
Follow this workflow when the skill is invoked:
Use the find-unity-editor.js script to automatically locate the Unity Editor:
node scripts/find-unity-editor.js --json
Script behavior:
--version <version> flagOutput:
{
"found": true,
"editorPath": "C:\\Program Files\\Unity\\Hub\\Editor\\2021.3.15f1\\Editor\\Unity.exe",
"version": "2021.3.15f1",
"platform": "win32",
"allVersions": ["2021.3.15f1", "2020.3.30f1"]
}
If multiple versions are found:
If no Unity Editor is found:
Confirm the current directory contains a valid Unity project using cross-platform checks:
// Use Read tool to check for Unity project indicators
Read({ file_path: "ProjectSettings/ProjectVersion.txt" })
// Use Glob to verify Assets directory exists
Glob({ pattern: "Assets/*", path: "." })
Validation steps:
Assets/ directory existsProjectSettings/ProjectVersion.txt existsProjectVersion.txt to get Unity versionExample ProjectVersion.txt:
m_EditorVersion: 2021.3.15f1
m_EditorVersionWithRevision: 2021.3.15f1 (e8e88743f9e5)
Determine test execution parameters. Use AskUserQuestion tool if parameters are not specified:
Required settings:
Optional settings:
TestResults.xml in project rootConfiguration example:
AskUserQuestion({
questions: [{
question: "Which test mode should be executed?",
header: "Test Mode",
multiSelect: false,
options: [
{ label: "EditMode Only", description: "Fast unit tests without Play Mode" },
{ label: "PlayMode Only", description: "Full Unity engine tests" },
{ label: "Both Modes", description: "Run all tests (slower)" }
]
}]
})
Build and execute the Unity command line test command:
Command structure:
<UnityEditorPath> -runTests -batchmode -projectPath <ProjectPath> \
-testPlatform <EditMode|PlayMode> \
-testResults <OutputPath> \
[-testCategory <Categories>] \
[-testFilter <Filter>] \
-logFile -
Example commands:
EditMode tests:
"C:\Program Files\Unity\Hub\Editor\2021.3.15f1\Editor\Unity.exe" \
-runTests -batchmode \
-projectPath "D:\Projects\MyGame" \
-testPlatform EditMode \
-testResults "TestResults-EditMode.xml" \
-logFile -
PlayMode tests with category filter:
"C:\Program Files\Unity\Hub\Editor\2021.3.15f1\Editor\Unity.exe" \
-runTests -batchmode \
-projectPath "D:\Projects\MyGame" \
-testPlatform PlayMode \
-testResults "TestResults-PlayMode.xml" \
-testCategory "Combat;AI" \
-logFile -
Execution notes:
Bash tool with run_in_background: true for long-running testsExample execution:
Bash({
command: `"${unityPath}" -runTests -batchmode -projectPath "${projectPath}" -testPlatform EditMode -testResults "TestResults.xml" -logFile -`,
description: "Execute Unity EditMode tests",
timeout: 300000, // 5 minutes
run_in_background: true
})
After tests complete, parse the NUnit XML results using parse-test-results.js:
node scripts/parse-test-results.js TestResults.xml --json
Script output:
{
"summary": {
"total": 10,
"passed": 7,
"failed": 2,
"skipped": 1,
"duration": 12.345
},
"failures": [
{
"name": "TestPlayerTakeDamage",
"fullName": "Tests.Combat.PlayerTests.TestPlayerTakeDamage",
"message": "Expected: 90\n But was: 100",
"stackTrace": "at Tests.Combat.PlayerTests.TestPlayerTakeDamage () [0x00001] in Assets/Tests/Combat/PlayerTests.cs:42",
"file": "Assets/Tests/Combat/PlayerTests.cs",
"line": 42
}
],
"allTests": [...]
}
Result analysis:
For each failed test, analyze the failure using references/test-patterns.json:
Analysis steps:
Read({ file_path: "references/test-patterns.json" })
Match failure message against patterns:
Expected: <X> But was: <Y>Expected: not null But was: <null>TimeoutException|Test exceeded time limitCan't be called from.*main threadhas been destroyed|MissingReferenceExceptionDetermine failure category:
Generate fix suggestions:
Example failure analysis:
**Test**: Tests.Combat.PlayerTests.TestPlayerTakeDamage
**Location**: Assets/Tests/Combat/PlayerTests.cs:42
**Result**: FAILED
**Failure Message**:
Expected: 90
But was: 100
**Analysis**:
- Category: ValueMismatch (Assertion Failure)
- Pattern: Expected/actual value mismatch
- Root Cause: Player health not decreasing after TakeDamage() call
**Possible Causes**:
1. TakeDamage() method not implemented correctly
2. Player health not initialized properly
3. Damage value passed incorrectly
**Suggested Solutions**:
1. Verify TakeDamage() implementation:
```csharp
public void TakeDamage(int damage) {
health -= damage; // Ensure this line exists
}
Check test setup:
[SetUp]
public void SetUp() {
player = new Player();
player.Health = 100; // Ensure proper initialization
}
Verify test assertion:
player.TakeDamage(10);
Assert.AreEqual(90, player.Health); // Expected: 90
### 7. Generate Test Report
Create a comprehensive test report for the user:
**Report structure:**
```markdown
# Unity Test Results
## Summary
- **Total Tests**: 10
- **✓ Passed**: 7 (70%)
- **✗ Failed**: 2 (20%)
- **⊘ Skipped**: 1 (10%)
- **Duration**: 12.35s
## Test Breakdown
- **EditMode Tests**: 5 passed, 1 failed
- **PlayMode Tests**: 2 passed, 1 failed
## Failed Tests
### 1. Tests.Combat.PlayerTests.TestPlayerTakeDamage
**Location**: Assets/Tests/Combat/PlayerTests.cs:42
**Failure**: Expected: 90, But was: 100
**Analysis**: Player health not decreasing after TakeDamage() call.
**Suggested Fix**: Verify TakeDamage() implementation decreases health correctly.
---
### 2. Tests.AI.EnemyTests.TestEnemyChasePlayer
**Location**: Assets/Tests/AI/EnemyTests.cs:67
**Failure**: TimeoutException - Test exceeded time limit (5s)
**Analysis**: Infinite loop or missing yield in coroutine test.
**Suggested Fix**: Add `[UnityTest]` attribute and use `yield return null` in test loop.
---
## Next Steps
1. Review failed test locations and fix implementation
2. Re-run tests after fixes by re-invoking the skill
3. Consider adding more assertions for edge cases
Report delivery:
When using this skill:
Run EditMode tests first - They're faster and catch basic logic errors
Use test categories - Filter tests for faster iteration
-testCategory "Combat" runs only Combat testsMonitor test duration - Set appropriate timeouts
Check Unity version compatibility - Ensure Editor matches project version
Parse results immediately - Don't wait for manual review
Analyze failure patterns - Look for common causes
Preserve test results - Keep XML files for debugging
Handle long-running tests - Use background execution
BashOutput toolCross-platform Unity Editor path detection script. Automatically scans default installation directories for Windows, macOS, and Linux, detects all installed Unity versions, and returns the latest version or a specific requested version.
Usage:
# Find latest Unity version
node scripts/find-unity-editor.js --json
# Find specific version
node scripts/find-unity-editor.js --version 2021.3.15f1 --json
Output: JSON with Unity Editor path, version, platform, and all available versions.
NUnit XML results parser for Unity Test Framework output. Extracts test statistics, failure details, stack traces, and file locations from XML results.
Usage:
# Parse test results with JSON output
node scripts/parse-test-results.js TestResults.xml --json
# Parse with formatted console output
node scripts/parse-test-results.js TestResults.xml
Output: JSON with test summary, failure details including file paths and line numbers, and full test list.
Comprehensive database of Unity testing patterns, NUnit assertions, common failure patterns, and best practices. Includes:
Usage: Load this file when analyzing test failures to match failure messages against patterns and generate fix suggestions.