unity-testability

Guide logic separation between Unity MonoBehaviours and plain C# components.

1|Updated Jan 25, 2026
One-click install
npx skills add https://github.com/mufengbufeng/EF --skill unity-testability
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-testability
Source: https://github.com/mufengbufeng/EF/tree/main/UnityProject/.claude/skills/unity-skills/skills/testability
Command: npx skills add https://github.com/mufengbufeng/EF --skill unity-testability

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity testability advisor helps developers decide what logic should stay in Unity-facing classes and what should move into pure C# code.

Core Features & Use Cases

  • Guidelines to separate MonoBehaviour responsibilities from pure C# components.
  • Strategies for planning EditMode and PlayMode tests in Unity projects.
  • Suggestions for introducing test doubles, interfaces, and dependency injection to improve testability.

Quick Start

Identify a Unity component and refactor its logic into a plain C# class to enable unit testing.

Frequently Asked Questions about unity-testability

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

FAQPage Schema
How do I separate MonoBehaviour logic from pure C# for Unity unit testing?

To separate MonoBehaviour logic for unit testing, move game logic into plain C# classes, leaving Unity-facing classes to handle component lifecycle. This creates testable boundaries, enabling direct unit testing of logic without MonoBehaviour dependencies.

What is the difference between EditMode and PlayMode tests in Unity?

EditMode tests run without the Unity engine lifecycle, ideal for testing pure C# logic quickly. PlayMode tests run inside the engine, suitable for integration testing. Separating logic into plain C# components maximizes EditMode coverage.

When should I introduce interfaces and mocking in Unity testing?

Introduce interfaces and mocking when external dependencies or Unity API calls prevent direct unit testing. Defining testable boundaries with interfaces allows test doubles to isolate plain C# logic during EditMode and PlayMode tests.

Can I use dependency injection to improve Unity testability?

Yes, dependency injection improves Unity testability by injecting plain C# dependencies into MonoBehaviour. This architecture planning strategy allows swapping real implementations with mocks for isolated unit testing.

What's the best way to plan test strategy for Unity architecture refactoring?

The best way to plan Unity refactoring test strategy is enforcing a decision framework for where logic lives. Move responsibilities to plain C# components and use EditMode tests for logic, reserving PlayMode tests for integration.