test-setup

Scaffold engine-specific test directories and GitHub Actions workflows for Godot, Unity, or Unreal projects.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/nevesb/idol-agency-maker --skill test-setup-nevesb
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: test-setup
Source: https://github.com/nevesb/idol-agency-maker/tree/main/.claude/skills/test-setup
Command: npx skills add https://github.com/nevesb/idol-agency-maker --skill test-setup-nevesb

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill removes the friction of initializing automated testing for a game project by detecting the configured engine and creating a consistent test directory layout and CI workflow so teams don't delay writing tests.

Core Features & Use Cases

  • Engine Detection: Reads .claude/docs/technical-preferences.md to determine whether the project uses Godot, Unity, or Unreal and tailors files accordingly.
  • Test Scaffolding: Creates tests/, unit/, integration/, smoke/, evidence/, example runner files, and a tests/README.md to standardize test structure.
  • CI Integration: Adds a .github/workflows/tests.yml configured per engine to run tests on pushes and pull requests; respects existing files and only creates missing artifacts unless forced.
  • Use Case: Initialize test infrastructure during Technical Setup to ensure CI runs and test conventions are in place before the first sprint.

Quick Start

Run the test-setup skill once during Technical Setup to detect the engine and create tests/, engine-specific runner files, and a GitHub Actions workflow, adding the force argument to regenerate missing files without overwriting existing ones.

Frequently Asked Questions about test-setup

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

FAQPage Schema
How do I set up automated testing and CI for a Godot or Unity game project?

Scaffolding automated testing creates tests directories and a GitHub Actions CI workflow tailored to Godot, Unity, or Unreal. It generates unit, integration, smoke, and evidence folders with engine-specific runner files that execute on pushes and pull requests.

What's the best way to generate unit and integration test directories for Unreal Engine?

Generating test directories involves scaffolding standardized unit, integration, smoke, and evidence folders with engine-specific runner files and README guidance. This ensures consistent test conventions are established for Unreal projects before development begins.

Does the test scaffolding work with existing GitHub Actions workflows?

The test scaffolding respects existing files and only creates missing artifacts unless the force argument is provided. This prevents accidental overwrites of your current GitHub Actions workflows or engine-specific runner configurations.

Do I need an engine preference configured to scaffold CI tests?

Yes, an Engine value must be specified in .claude/docs/technical-preferences.md. The scaffolding reads this file to detect whether to generate test runners and GitHub Actions workflows for Godot, Unity, or Unreal.

Can I add a GitHub Actions workflow to run smoke tests on pull requests?

Yes, scaffolding adds a .github/workflows/tests.yml file configured per engine to run unit, integration, and smoke tests on pushes and pull requests. This ensures CI validation occurs automatically on code changes.

When should I not use automated test scaffolding for my game engine project?

You should not use automated test scaffolding if your project lacks an Engine value in .claude/docs/technical-preferences.md or if you want to avoid generating placeholder files and README guidance that might conflict with existing test conventions.