unity-testing-verification
SolidUse when running Unity tests, authoring or linting playtest DSL, verifying Play Mode behavior, or reporting gameplay and visual claims from evidence.
Testing & QA 27 stars
4 forks Updated today MIT
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Skill Content
# Unity Testing And Verification
Read `.claude/skills/unity-mcp-operations/SKILL.md` once if it is not already
loaded. Evidence must match the claim: data proves behavior; images prove
appearance.
## Choose The Smallest Test
| Goal | Use |
|---|---|
| Focused EditMode or PlayMode NUnit run | One correlated `run_tests_wait(...)` call |
| Explicit nonblocking dispatch or recovery | `run_tests`, then the exact `get_test_run(run_id=...)` |
| One repeatable runtime scenario | `lint_playtest`, then `run_playtest` |
| Several saved scenarios | `lint_playtest_suite`, then `run_playtest_suite` |
| One bounded runtime condition | `wait_until` after enabling `RUNTIME` |
| Invoke one public runtime action | `invoke_method` |
| Read several runtime values | `query_state` |
| Inspect appearance | Screenshot or frame capture plus separate state evidence when behavior matters |
Follow the consumer project's own test-framework version, fixture hierarchy,
and cleanup conventions. Keep every test independent, use bounded waits, restore
state it owns, and retain the exact failure output. Do not import Unity Biome
MCP's repository fixtures or CI commands into another project.
Use `set_property` for supported serialized Edit Mode changes. Do not assume it
can mutate arbitrary Play Mode state; expose a bounded public action and call
`invoke_method`, or express the action in Playtest DSL.
## NUnit Workflow
Use one blocking wrapper call for an ordinary run:
```text
run_tests_wait(
mode="Edi...
Details
- Author
- german-krasnikov
- Repository
- german-krasnikov/unity-biome-mcp
- Created
- 2 months ago
- Last Updated
- today
- Language
- C#
- License
- MIT
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