tester

Verify Unity DOTS correctness with static and runtime evidence before sign-off.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill tester-dycuong03
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: tester
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/tester
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill tester-dycuong03

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents unreliable Unity DOTS changes from slipping through by requiring evidence-backed static and runtime verification before sign-off.

Core Features & Use Cases

  • Mandatory verification contract: enforces both static verification (compile, Burst/ECS safety, editor-only leakage checks) and runtime verification (PlayMode tests, EditMode ECS world tests, repro scenes, deterministic checklists).
  • Evidence-first sign-off: blocks completion when test evidence is missing (unless explicitly documented) and prioritizes editor compile stability over test sophistication.
  • Failure-driven delegation: delegates root-cause investigation to a dedicated bug-investigation subagent and returns a targeted regression test plus a safe fix strategy to implementers.
  • Quality outputs for handoff: produces a structured validation handoff including scope, setup, reproducible steps, expected vs actual results, severity, subsystem, and remaining risks.

Quick Start

Run the tester role on the current task to execute the required static and runtime verification steps and produce an evidence-backed validation handoff for sign-off.

Frequently Asked Questions about tester

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

FAQPage Schema
How do I validate Unity DOTS determinism and ECS correctness for QA sign-off?

You validate Unity DOTS determinism by enforcing a two-layer verification contract that checks compile-time architectural safety and runtime behavioral determinism, blocking sign-off until evidence is provided.

What is the best way to test Unity DOTS race conditions and Burst compile safety?

Testing Unity DOTS race conditions and Burst safety requires static verification for editor-only leakage checks and runtime verification across EditMode and PlayMode scenarios to capture evidence-backed behavioral determinism.

How do I set up regression testing for Unity ECS systems in PlayMode and EditMode?

Setting up regression testing for Unity ECS requires running PlayMode tests and EditMode ECS world tests with repro scenes, ensuring deterministic checklists pass before generating a validation handoff.

Why does my Unity DOTS QA sign-off get blocked when test evidence is missing?

Unity DOTS QA sign-off is blocked when test evidence is missing because the validation process prioritizes editor compile stability and requires documented proof of both static and runtime verification before completion.

Can I delegate root cause analysis for failing Unity DOTS performance benchmarks?

You can delegate root cause analysis for failing Unity DOTS performance benchmarks to a bug-investigation subagent, which returns a targeted regression test and a safe fix strategy to implementers.

What limitations exist when validating Unity DOTS changes without reproducible scenes?

Validating Unity DOTS changes without reproducible scenes limits runtime behavioral determinism checks, making it difficult to produce the structured validation handoff with expected versus actual results required for sign-off.