unity-testability

Analyze Unity C# scripts to isolate testable pure logic from MonoBehaviour dependencies.

Updated Apr 11, 2026
One-click install
npx skills add https://github.com/lrbjk/FenShen_Remake_V0 --skill unity-testability-lrbjk
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-testability
Source: https://github.com/lrbjk/FenShen_Remake_V0/tree/main/.codex/skills/unity-skills/skills/testability
Command: npx skills add https://github.com/lrbjk/FenShen_Remake_V0 --skill unity-testability-lrbjk

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Helps developers decide which parts of Unity C# scripts should remain tied to MonoBehaviour and scene state versus which parts should be moved into pure C# so they can be reliably unit tested. Reducing scene and engine coupling makes logic easier to mock, validate in EditMode, and cover with fast unit tests.

Core Features & Use Cases

  • Assess Unity-facing code to identify dependencies on Transform, GameObject, or static globals that block testing.
  • Recommend seams and interfaces such as plain service classes, strategy interfaces, or data-transfer objects to isolate logic.
  • Test planning with candidate EditMode tests for pure logic and candidate PlayMode scenarios for scene interactions.
  • Refactoring guidance including dependency injection points, mocking strategies, and when to keep thin MonoBehaviours.

Quick Start

Paste the MonoBehaviour or C# class you want analyzed and request a list of logic to extract into pure C#, suggested seams/interfaces, and candidate EditMode and PlayMode tests.

Frequently Asked Questions about unity-testability

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

FAQPage Schema
How do I make Unity MonoBehaviour code easier to unit test?

To make Unity MonoBehaviour code testable, separate algorithmic pure C# logic from engine-dependent scene state and Transform interactions. Extracting logic into plain classes allows reliable mocking and fast unit testing without runtime behavior changes.

What is the difference between EditMode and PlayMode tests for Unity scripts?

EditMode tests validate isolated pure C# logic quickly without loading the Unity scene, while PlayMode tests verify scene interactions and MonoBehaviour behavior. Separating algorithmic logic from engine state lets you cover pure logic in EditMode and scene dependencies in PlayMode.

How do I isolate static globals and GameObject dependencies for Unity testability?

Isolate GameObject and static global dependencies by introducing seams like plain service classes, strategy interfaces, and data-transfer objects. This refactoring decouples your algorithmic logic from Unity engine state, enabling straightforward dependency injection and mocking for unit tests.

When should I keep a thin MonoBehaviour instead of extracting logic?

Keep a thin MonoBehaviour when the class primarily manages direct scene state or Transform manipulation. Extract algorithmic logic into pure C# classes when it lacks engine dependencies, ensuring that Unity-facing components remain lightweight wrappers for testing purposes.

Can I refactor Unity C# scripts for testability without modifying runtime behavior?

Yes, you can refactor Unity C# scripts for testability without modifying runtime behavior by extracting pure logic into separate classes and introducing interfaces. This approach ensures the game runs identically while making the underlying logic available for EditMode tests.