Token导航 LogoToken导航TokenDH.com
研究检索只读github未标认证来源可访问clear审计通过

unity-test-runnerUnity 测试 runner

Agent Skill

用于辅助测试设计、自动化测试、用例整理和回归验证。它适合让 Agent 编写单元测试、端到端测试、测试计划或根据失败日志定位问题。使用时需要确认项目测试框架、运行命令和夹具数据,避免为了通过测试而改坏真实逻辑;涉及浏览器或外部服务时,应区分本地模拟、测试环境和生产环境。

总安装

1,572

周安装

63

GitHub Stars

82

下载量

509
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:unity-test-runner(Unity 测试 runner)
来源仓库:https://github.com/dev-gom/claude-code-marketplace
仓库路径:skills/unity-test-runner
安装命令:
npx skills add https://github.com/dev-gom/claude-code-marketplace --skill unity-test-runner
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/dev-gom/claude-code-marketplace --skill unity-test-runner

简介

Unity 测试 Runner 搜索工具,用于查找自动化测试方案。

  • 适用于需要集成持续交付流水线或批量执行测试套件的场景。
  • 支持基于关键词匹配找到合适的测试框架配置方法。
  • 安装命令:npx skills add https://github.com/dev-gom/claude-code-marketplace --skill unity-test-runner
  • 需核实是否依赖特定 Unity 版本或构建平台

SKILL.md

Unity Test Runner

Overview

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.

When to Use This Skill

Use this skill when:

  • Executing Unity Test Framework tests from command line
  • Running PlayMode or EditMode tests for game logic validation
  • Analyzing test failures and generating failure reports
  • Integrating Unity tests into CI/CD pipelines
  • Debugging test failures with detailed stack traces and file locations
  • Validating Unity project changes before commits

Example user requests:

  • "Run all Unity tests in my project"
  • "Execute PlayMode tests and show me the results"
  • "Run tests in the Combat category"
  • "Check if my Unity tests are passing"
  • "Run EditMode tests only"

Workflow

Follow this workflow when the skill is invoked:

1. Detect Unity Editor Installation

Use the find-unity-editor.js script to automatically locate the Unity Editor:

node scripts/find-unity-editor.js --json

Script behavior:

  • Scans platform-specific default installation paths
  • Detects all installed Unity versions
  • Returns the latest version by default
  • Can target specific version with --version <version> flag

Output:

{
  "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:

  1. Present all available versions to the user
  2. Ask user to confirm which version to use
  3. Or use the latest version by default

If no Unity Editor is found:

  • Report error with searched paths
  • Ask user to provide Unity Editor path manually
  • Store the path for future use

2. Verify Unity Project Path

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:

  1. Verify Assets/ directory exists
  2. Verify ProjectSettings/ProjectVersion.txt exists
  3. Read ProjectVersion.txt to get Unity version
  4. Warn if Editor version doesn't match project version

Example ProjectVersion.txt:

m_EditorVersion: 2021.3.15f1
m_EditorVersionWithRevision: 2021.3.15f1 (e8e88743f9e5)

3. Configure Test Settings

Determine test execution parameters. Use AskUserQuestion tool if parameters are not specified:

Required settings:

  • Test Mode: EditMode, PlayMode, or Both
  • Test Platform: EditMode tests use "EditMode", PlayMode can specify platform (e.g., "StandaloneWindows64", "Android", "iOS")

Optional settings:

  • Test Categories: Semicolon-separated list (e.g., "Combat;AI;Physics")
  • Test Filter: Regex pattern or semicolon-separated test names
  • Results Output Path: Default to TestResults.xml in project root

Configuration 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)" }
    ]
  }]
})

4. Execute Tests via Command Line

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:

  • Use Bash tool with run_in_background: true for long-running tests
  • Set timeout appropriately (default: 5-10 minutes, adjust based on test count)
  • Monitor output for progress indicators
  • Capture both stdout and stderr

Example 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
})

5. Parse Test Results

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:

  1. Extract test summary statistics
  2. Identify all failed tests
  3. Extract file paths and line numbers from stack traces
  4. Categorize failures by type (assertion, exception, timeout)

6. Analyze Test Failures

For each failed test, analyze the failure using references/test-patterns.json:

Analysis steps:

  1. Load test patterns database:
Read({ file_path: "references/test-patterns.json" })
  1. Match failure message against patterns:

- Assertion failures: Expected: <X> But was: <Y> - Null reference failures: Expected: not null But was: <null> - Timeout failures: TimeoutException|Test exceeded time limit - Threading errors: Can't be called from.*main thread - Object lifetime issues: has been destroyed|MissingReferenceException

  1. Determine failure category:

- ValueMismatch: Incorrect assertion value - NullValue: Unexpected null reference - Performance: Timeout or slow execution - TestSetup: Setup/TearDown failure - ObjectLifetime: Destroyed object access - Threading: Wrong thread execution

  1. Generate fix suggestions:

- Load common solutions from test-patterns.json - Match solutions to failure pattern - Provide concrete code examples

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:

public void TakeDamage(int damage) { health -= damage; // Ensure this line exists }


1. Check test setup: `[SetUp] public void SetUp() {player = new Player(); player.Health = 100; // Ensure proper initialization}`
2. 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:

# 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:

  • Present report in formatted Markdown
  • Highlight critical failures
  • Provide file:line references for quick navigation
  • Offer to help fix specific failures if user requests

Best Practices

When using this skill:

  1. Run EditMode tests first - They're faster and catch basic logic errors

- Reserve PlayMode tests for Unity-specific features - Use EditMode for pure C# logic and data structures

  1. Use test categories - Filter tests for faster iteration

- -testCategory "Combat" runs only Combat tests - Helpful during active development of specific features

  1. Monitor test duration - Set appropriate timeouts

- EditMode: 1-3 minutes typical - PlayMode: 5-15 minutes typical - Adjust timeout based on test count

  1. Check Unity version compatibility - Ensure Editor matches project version

- Mismatched versions may cause test failures - Test results may be inconsistent across versions

  1. Parse results immediately - Don't wait for manual review

- Automated parsing catches issues faster - Provides actionable file:line information

  1. Analyze failure patterns - Look for common causes

- Similar failures often indicate systemic issues - Fix root cause instead of individual symptoms

  1. Preserve test results - Keep XML files for debugging

- Results contain full stack traces - Useful for comparing test runs

  1. Handle long-running tests - Use background execution

- Monitor progress with BashOutput tool - Provide status updates to user

Resources

scripts/find-unity-editor.js

Cross-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.

scripts/parse-test-results.js

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.

references/test-patterns.json

Comprehensive database of Unity testing patterns, NUnit assertions, common failure patterns, and best practices. Includes:

  • NUnit assertion reference (equality, collections, exceptions, Unity-specific)
  • Common failure patterns with regex matching
  • Failure categories and root cause analysis
  • Solution templates with code examples
  • EditMode vs PlayMode guidance
  • Unity-specific testing patterns (coroutines, scenes, prefabs, physics)
  • Testing best practices

Usage: Load this file when analyzing test failures to match failure messages against patterns and generate fix suggestions.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

31.28%
按下载量换算159

Codex

22.58%
按下载量换算115

Gemini CLI

18.18%
按下载量换算93

OpenCode

13.95%
按下载量换算71

Cursor

8.25%
按下载量换算42

windsurf

3.43%
按下载量换算17

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

来源信息

继续浏览同类 Skills