unity-testinglisted
Install: claude install-skill TheArcForge/hades-plugin
# Unity Testing
Decision framework for testing in Unity: when to use EditMode vs PlayMode tests, what is worth testing and what is not, how to structure test assemblies, mocking strategies without third-party frameworks, and how to integrate with CI.
## When to Apply
Activate when the conversation involves:
- Deciding whether a test belongs in EditMode or PlayMode
- Writing a new test class or test assembly
- Questions about `[Test]`, `[UnityTest]`, `[SetUp]`, `[TearDown]`, or `TestFixture`
- Mocking Unity components or isolating game logic from the MonoBehaviour lifecycle
- Setting up assembly definitions for test projects
- Running Unity tests in CI (headless, command-line)
- Deciding whether something is worth testing at all
Do NOT activate for debugging a specific runtime bug without a test reproduction case — that goes to general debugging. Do NOT activate for performance measurement — that goes to `hades:unity-performance`.
## Project Context Check
Before making testing recommendations, gather context to match advice to the actual project.
1. **Find existing tests:**
- Call `search_by_name("*Test*")` — reveals all existing test files and their location. If the project has no tests yet, the first recommendation is always to establish the assembly structure before writing any test.
- Call `search_by_name("*Tests.asmdef")` — finds test assembly definitions. If none exist, any tests are currently compiling into the main runtime assembly and shipping in builds —