Test writing guide
Skill nowsprinting/unity-coding-skills/skills/test-writing-guide
Skills and subagents for developing Unity projects with Claude Code — maintainable test design and implementation, test-first workflow, coding guidelines, scene editing, and more.
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Provides guidelines for writing test code for Unity projects. Make sure to use this skill whenever writing, creating, editing, or modifying test code files (files under Tests/). This includes implementing new tests, fixing test failures, adding test cases, or any task that results in test code changes. Even for small edits or one-line fixes, load this skill to ensure test conventions are followed.
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SKILL.md
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Guide for writing test code for Unity projects.
Rules
- Before modifying any test file, check if the editor is in Play Mode. If it is, stop it using the
unity_play_controltool first. - Never create
.metafiles. Unity editor creates them automatically. - When a test creates a
GameObject, add[CreateScene]to the test method (not required if[LoadScene]is already present). - When adding a test seam to production code (e.g., an
internalaccessor or a virtual override point to support injection), always wrap it with#if UNITY_INCLUDE_TESTS…#endifso it is excluded from non-test builds:#if UNITY_INCLUDE_TESTS internal void SetStateForTest(State state) => _state = state; #endif
Categories
- When implementing tests designed as integration tests, add
[Category("Integration")]to the test method. - When implementing tests designed as visual verification tests, add
[Category("VisualVerification")]to the test method. - When implementing tests designed as acceptance tests (marked
(acceptance test)in the test case design), add[Category("Acceptance")]to the test method. - For test methods that test the
internalvisibility method, add[Category("Internal")]. - For test methods that depend on animation timing or other timing-sensitive conditions that may cause instability on slow CPUs, add
[Category("IgnoreCI")]. - For test methods that specify the
GameViewResolutionattribute, add[Category("IgnoreCI")].
Multi-frame tests
When a game mechanic across frames (e.g., playing a card and waiting for its resolution), wait for the step to finish before asserting — not at a fixed frame count.
await DragCard(Cards[1], Enemies[0]);
while (battleDirector.IsPlaying) // wait until the played action fully resolves
await Awaitable.NextFrameAsync();
Assert.That(battleState.Enemies[0].Hp, Is.LessThan(hpBefore));
- To confirm step completion, use a production-side state machine or a "busy" signal (
IsPlaying, coroutine flag, etc.). Do not use a fixed number of frames orWaitForSeconds. - When UniTask is available,
UniTask.WaitUntilandUniTask.WaitUntilValueChangedare alternatives to thewhileloop:await UniTask.WaitUntil(() => isActive == false); await UniTask.WaitUntilValueChanged(this, x => x.isActive); - When an operation triggers a deferred
Destroyor UI rebuild, advance one extraawait Awaitable.NextFrameAsync()before asserting on the new hierarchy.
UI Tests
Verify UI layout with rect-comparison assertions
When a layout requirement is a geometric predicate — is this element within the screen? do two elements overlap? does text overflow its container? — write it as an integration test with rect assertions, not a visual verification test. Reasons:
- Deterministic pass/fail: boolean assertions run unattended in CI without a human reading screenshots.
- Pins the specific bug: an overlap assertion names the two elements; a screenshot cannot.
- Do NOT add a visual verification test for the same geometric property — use visual verification only for what a rect cannot express (legibility, color, positional relationships like "A is to the right of B").
Before asserting, settle layout with Canvas.ForceUpdateCanvases() then await Awaitable.NextFrameAsync(). Add [FocusGameView] to the fixture; add [GameViewResolution] (and [Category("IgnoreCI")]) only when the assertion depends on a fixed resolution.
See unity-test-framework.md → UI Layout Testing for rect helper recipes (within-screen, overlap, container overflow, text overflow).
Use GameObjectFinder instead of GameObject.Find
When finding a GameObject that the user interacts with, always use TestHelper.UI.GameObjectFinder instead of UnityEngine.GameObject.Find, Object.FindFirstObjectByType, Object.FindAnyObjectByType, and Object.FindObjectOfType.
Reasons:
- Timing safety: polls until the object appears, so tests pass even when GameObjects are instantiated asynchronously or on the next frame
- Reachability and interactability: verifies the object is actually reachable by the user and (optionally) interactable — matching real user experience
- Blocking check:
reachable: true(default) naturally catches elements hidden behind a modal or overlay — which is often the bug being caught - Actionable failures: throws
TimeoutExceptionwith a clear message;GameObject.Findsilently returnsnulland causes a confusingNullReferenceExceptionlater
Use Operators instead of direct event invocation
When reproducing user actions, always use uGUI operators (e.g., UguiClickOperator, UguiTextInputOperator in TestHelper.UI.Operators namespace) instead of directly calling button events or setting field values.
Reasons:
- Correct event simulation: operators go through Unity's
EventSystemand input pipeline, exercising the same code path as a real user interaction - Reachability-gated: test fails if a UI element is disabled or hidden
- Simpler test code: no need to look up components or call internal methods; just find the GameObject and operate it
// NG — bypasses Unity's event pipeline
button.GetComponent<Button>().onClick.Invoke();
inputField.GetComponent<InputField>().text = "12345";
scene.OnConfirmClicked();
// OK — goes through the proper UI event path
await new UguiClickOperator().OperateAsync(button);
await new UguiTextInputOperator().OperateAsync(inputField, "12345");
Verify modal/overlay blocking
A modal or overlay must block interaction with elements behind it. Test from two angles:
- Behavioural (preferred): attempt to reach a background element via
GameObjectFinderwithreachable: true(default) while the overlay is open — the finder throwsTimeoutException, confirming blockage. Repeat with the overlay dismissed to confirm reachability restores. - Structural: assert the backdrop intercepts raycasts:
Assert.That(background.GetComponent<Image>().raycastTarget, Is.True)(orcanvasGroup.blocksRaycasts).
When a decorative full-screen element should not block (e.g., a background image), annotate it with NonBlockingAnnotation so GameObjectFinder skips it (see test-helper-ui.md).
Visual verification tests
When implementing a visual verification test (a test designed to verify on-screen rendering via screenshot and image analysis):
- Take a screenshot using
[TakeScreenshot]orScreenshotHelper.TakeScreenshotAsync()(seetest-helper.md). - Add
[Description("After running this test, verify the screenshots from the following perspectives: <verification aspects>")]to the test method. The verification aspects are taken directly from the Image analysis by saved screenshot column in the test case design. - Add
[Category("VisualVerification")]to the test method. - You can omit writing
Assertstatements.
Resources
Read the appropriate resource file based on the situation:
- Before writing or modifying any test code file: Read
${CLAUDE_SKILL_DIR}/resources/unity-test-framework.md - Before writing or modifying any test code file: Read
${CLAUDE_SKILL_DIR}/resources/test-helper.md - Before writing or modifying UI tests with
TestHelper.UInamespace API (e.g.,GameObjectFinder,Monkey): Read${CLAUDE_SKILL_DIR}/resources/test-helper-ui.md