add-tests

Author targeted Unity EditMode, PlayMode, and regression tests for code changes.

10|2|Updated Mar 28, 2026
One-click install
npx skills add https://github.com/tykisgod/quick-question --skill add-tests-tykisgod
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: add-tests
Source: https://github.com/tykisgod/quick-question/tree/main/skills/add-tests
Command: npx skills add https://github.com/tykisgod/quick-question --skill add-tests-tykisgod

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Writing appropriate, repo-conforming Unity tests for code changes is time-consuming and often requires switching between test authoring and test execution, leading to context switching and inconsistent test placement that breaks project conventions.

Core Features & Use Cases

  • Intelligent Test Type Selection: Automatically chooses the right test kind (EditMode for pure logic, PlayMode for scene/behavior, regression for bug fixes) based on your input or project state, or lets you force a specific type.
  • Repo-Conventional Test Placement: Reuses existing test files, fixtures, and assembly definitions, or creates minimal new test structures that match your project's existing layout to keep the test suite coherent.
  • Use Case: After fixing a bug in a Unity MonoBehaviour's physics logic, use this skill to write a narrow PlayMode regression test that proves the bug stays fixed, placed in your existing test suite, without running the test yourself.

Quick Start

Use the add-tests skill to write EditMode tests for the PlayerController.cs file you just modified to cover its new movement logic.

Frequently Asked Questions about add-tests

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I write Unity EditMode and PlayMode tests for new code changes?

Authoring Unity EditMode and PlayMode tests is automated by analyzing code changes and generating minimal, coherent test coverage that matches your project's existing test layout without executing test runs.

When should I use Unity PlayMode tests versus EditMode tests for my game logic?

Use Unity EditMode tests for pure logic and PlayMode tests for scene or behavior validation. Regression tests are specifically generated for bug fixes to ensure the issue remains resolved.

Can I generate Unity regression tests that follow my existing repo test conventions?

Yes, it reuses existing test files, fixtures, and assembly definitions, or creates minimal new test structures that match your project's existing layout to keep the test suite coherent.

What is the best way to add test coverage for a Unity MonoBehaviour bug fix?

Writing a narrow PlayMode regression test that proves the bug stays fixed is the best approach, placing the test in your existing Unity test suite without needing to run the test yourself.

Does this approach execute Unity test runs automatically during the authoring process?

No, it automates the authoring of targeted Unity tests for code changes without executing test runs, allowing you to focus purely on generating test coverage.

Do I need existing test assemblies to generate Unity tests for my project?

No, it can create minimal new test structures that integrate with the project's existing test assemblies if no reusable fixtures or test files are currently available.