test

Run Unity EditMode and PlayMode tests with filtering and Editor.log error scanning.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Manually running Unity test suites and sifting through Editor logs for runtime errors is slow, error-prone, and often misses subtle issues that only appear during test execution or gameplay, leading to unstable builds and missed bugs.

Core Features & Use Cases

  • Automated Test Execution: Runs EditMode and PlayMode Unity tests with support for filtering by test name or assembly, and custom timeout configuration.
  • Runtime Error Scanning: Automatically checks Editor.log for unhandled exceptions and errors that do not trigger test failures but cause broken gameplay.
  • Multi-Backend Compatibility: Works with tykit HTTP, Unity Editor triggers, and batch mode, with automatic fallbacks when the Unity Editor is closed.
  • Use Case: A Unity developer working on a player combat system can use this skill to run all combat-related tests, catch any NullReferenceExceptions that only occur during PlayMode, and get a clear report of all issues before committing code.

Quick Start

Use the test skill to run all EditMode and PlayMode tests for your current Unity project and check for any runtime errors that may have occurred during test execution.

Frequently Asked Questions about test

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

FAQPage Schema
How do I automate Unity EditMode and PlayMode test execution?

Automating Unity test execution involves running EditMode and PlayMode suites with support for name and assembly filtering, custom timeouts, and automatic fallback to batch mode when the Unity Editor is closed.

How do I catch Unity runtime errors that do not trigger test failures?

Catching non-failing Unity runtime errors requires scanning the Editor.log for unhandled exceptions that occur during PlayMode execution but do not break the test suite, ensuring broken gameplay is detected.

Can I run Unity tests in batch mode when the Editor is closed?

Running Unity tests in batch mode is fully supported with automatic fallback triggered when the Unity Editor is not running, ensuring automated test reporting continues without a graphical interface.

How do I filter Unity test suites by assembly or test name?

Filtering Unity test suites by assembly or test name allows developers to target specific subsystems like player combat, applying custom timeout configurations to validate code changes efficiently.

What is the best way to detect NullReferenceExceptions during Unity PlayMode tests?

Detecting NullReferenceExceptions during Unity PlayMode tests is handled by executing the test suite and automatically scanning Editor.log for unhandled exceptions, providing a clear report of issues before committing code.