unity-testability

Isolate Unity MonoBehaviour logic into pure C# classes for testability.

Updated Mar 30, 2026
One-click install
npx skills add https://github.com/krl76/MP-Study-Projects --skill unity-testability-krl76
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-testability
Source: https://github.com/krl76/MP-Study-Projects/tree/main/Practice1/.codex/skills/unity-skills/skills/testability
Command: npx skills add https://github.com/krl76/MP-Study-Projects --skill unity-testability-krl76

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity projects often struggle with testability when logic is tightly coupled to MonoBehaviour, making unit tests hard or impossible. This skill helps determine which logic should stay in Unity-facing classes and which should move to pure C# code to enable reliable, fast tests.

Core Features & Use Cases

  • Guidance on separating concerns between MonoBehaviour and pure C# code for better testability.
  • Review questions to assess logics' testability and planning for EditMode vs PlayMode tests.
  • Practical refactoring scenarios and decision templates to inform test strategy.

Quick Start

Identify portions of a Unity project that should move from MonoBehaviour to pure C# classes to improve testability.

Frequently Asked Questions about unity-testability

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

FAQPage Schema
How do I separate game logic from MonoBehaviour to write unit tests in Unity?

Yes, you can unit test Unity logic by refactoring it out of MonoBehaviour and into pure C# classes. This decoupling allows you to test gameplay mechanics without needing the Unity engine runtime.

What is the best way to structure a Unity project for EditMode and PlayMode tests?

Structuring a Unity project for testing involves isolating pure logic from MonoBehaviour. This separation guides whether tests should run in EditMode for fast logic checks or PlayMode for Unity-facing interactions.

Why does tightly coupling logic to MonoBehaviour make unit testing difficult?

Coupling logic to MonoBehaviour makes unit testing difficult because it creates a dependency on the Unity engine runtime. Extracting logic into pure C# classes removes this constraint and enables isolated testing.

How do I plan a refactoring strategy to improve testability in a Unity project?

To plan a refactoring strategy for Unity testability, identify which logic should remain in Unity-facing classes and which should move to pure C# code. Use review questions and decision templates to guide the separation.

Does this approach to separating Unity logic work for both EditMode and PlayMode code paths?

Yes, isolating logic from MonoBehaviour into pure C# classes works for both EditMode and PlayMode code paths. It guides refactoring decisions and test planning across both environments.