What problem does it solve? Unity code often tangles game logic inside MonoBehaviour classes tied to GameObjects, Transforms, and scene state, making it nearly impossible to unit test. This Skill helps you decide what logic to extract into plain C# classes and how to plan EditMode and PlayMode test coverage. ## Core Features & Use Cases - Testability Review Questions: Systematic checks for whether logic can run without Transform, GameObject, or scene state, and whether config can be injected instead of read from static globals. - Refactoring Guidance: Identifies which logic should move to pure C# classes and which should stay in thin Unity-facing MonoBehaviour wrappers, with suggested seams and interfaces. - Test Planning: Produces candidate EditMode tests for pure logic and PlayMode tests for scene-dependent behavior. - Use Case: You have a 300-line MonoBehaviour handling inventory rules and want to unit test it. The Skill advises extracting the inventory rules into a plain C# class with injected config, keeping only Unity event wiring in the MonoBehaviour, then lists candidate EditMode tests for the rules and PlayMode tests for the integration. ## Quick Start Ask the assistant to review a Unity script for testability and suggest how to extract logic for EditMode and PlayMode tests.