gds-e2e-scaffold

Generates end-to-end testing infrastructure for Unity, Unreal, and Godot game projects.

Updated Mar 14, 2026
One-click install
npx skills add https://github.com/ArchaonHW/MingGoRTS --skill gds-e2e-scaffold-archaonhw
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: gds-e2e-scaffold
Source: https://github.com/ArchaonHW/MingGoRTS/tree/main/.agents/skills/gds-e2e-scaffold
Command: npx skills add https://github.com/ArchaonHW/MingGoRTS --skill gds-e2e-scaffold-archaonhw

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up end-to-end tests for a game project requires building test fixtures, scenario builders, input simulators, and async assertion utilities from scratch, which is error-prone and often produces brittle tests. This Skill scaffolds that entire foundation automatically, tailored to the detected game engine and architecture. ## Core Features & Use Cases - Engine Detection and Tailored Generation: Detects Unity, Unreal, or Godot projects and generates engine-appropriate infrastructure such as GameE2ETestFixture, ScenarioBuilder, InputSimulator, and AsyncAssert. - Domain-Aware Scenario Builders: Analyzes the game's state manager, input system, and domain entities to generate fluent scenario configuration APIs with project-specific methods. - Working Example Test and Documentation: Produces a runnable example E2E test plus a README covering quick start, best practices, and troubleshooting. - Use Case: A Unity developer with an initialized test framework runs the workflow to get a complete Tests/PlayMode/E2E directory with assembly definitions, base fixtures, and a passing infrastructure verification test. ## Quick Start Ask the assistant to set up e2e testing infrastructure for your game project and provide your game state manager class and main gameplay scene name.

Frequently Asked Questions about gds-e2e-scaffold

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

FAQPage Schema
How do I set up E2E testing for a Unity game project?

Run the e2e scaffold workflow after initializing your test framework. It generates a Tests/PlayMode/E2E directory with GameE2ETestFixture, ScenarioBuilder, InputSimulator, AsyncAssert, an assembly definition, and a working example test you can run immediately.

What E2E test infrastructure does this generate for game engines?

It generates four core components: a base test fixture handling scene loading and ready-state waiting, a fluent ScenarioBuilder for state configuration, an InputSimulator for clicks and key presses, and AsyncAssert utilities for wait-for-condition assertions.

Does the E2E scaffold support Unreal and Godot or only Unity?

It supports Unity, Unreal, and Godot. The workflow detects the engine from project files and generates equivalent infrastructure in the appropriate language and location, such as C++ test bases for Unreal or GDScript fixtures for Godot.

What prerequisites are required before scaffolding E2E tests?

A test framework must already be initialized, the game must have an identifiable state manager class, and a functional main gameplay scene must exist. The workflow halts if existing E2E infrastructure is detected to avoid conflicts.

How does the InputSimulator handle Unity's New Input System versus Legacy Input?

When the New Input System is detected, it generates methods using InputState.Change and StateEvent.From for clicks, drags, and key presses. For Legacy Input, it generates a simpler version based on UI event triggering.

Why do E2E game tests become brittle and how does this prevent it?

E2E tests become brittle when they rely on fixed delays and ad-hoc setup. The generated AsyncAssert enforces wait-for-condition patterns with timeouts and descriptive failures, while the fixture guarantees scene cleanup and ready-state waiting.