unity-testability

Isolate Unity algorithms from MonoBehaviour and scene state for testability.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity projects often entangle business logic inside MonoBehaviour and scene-dependent APIs, making it hard to run reliable unit, EditMode, or PlayMode tests.

Core Features & Use Cases

  • Decide what to keep Unity-facing vs pure C# so algorithms can be tested without Transform, GameObject, or scene state.
  • Identify seams and interfaces that isolate dependencies (e.g., config injection, runtime decision logic, adapters for Unity APIs).
  • Plan practical test coverage by proposing candidate EditMode and PlayMode tests based on how much logic can be moved to plain C#.

Quick Start

Ask the skill to review your class and propose exactly which responsibilities should move into pure C# and which EditMode/PlayMode tests you should add.

Frequently Asked Questions about unity-testability

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

FAQPage Schema
How do I unit test Unity MonoBehaviour logic without loading scene state?

To unit test MonoBehaviour logic without scene state, you isolate algorithms from MonoBehaviour and scene-dependent APIs by moving them into pure C# classes, allowing execution without Transform, GameObject, or scene dependencies.

What's the best way to separate business logic from Unity APIs for EditMode tests?

The best way to separate business logic for EditMode tests is to identify seams and interfaces that isolate dependencies, using config injection and adapters for Unity APIs to map logic boundaries to pure C# versus Unity-facing code.

Can I use dependency injection to improve Unity PlayMode test coverage?

Yes, you can use dependency injection to improve Unity PlayMode test coverage by decoupling runtime decision logic from scene state, creating testable seams that allow isolated verification of dependencies and algorithms.

How do I decide which responsibilities to move into pure C# when refactoring Unity scripts?

To decide which responsibilities to move into pure C#, you review your class to map logic boundaries, keeping Unity-facing code minimal while extracting algorithms into plain C# so they can run without Transform or GameObject references.

Why do my Unity EditMode tests fail when they depend on GameObject properties?

EditMode tests fail when depending on GameObject properties because Unity scene-dependent APIs are entangled with business logic, requiring you to isolate algorithms into pure C# and use adapters to remove direct Transform or scene state dependencies.