unity-testability

Decouple Unity business logic from MonoBehaviours for pure C# unit tests.

1|Updated May 21, 2026
One-click install
npx skills add https://github.com/YiDuandtdt/Bone-Throne --skill unity-testability-yiduandtdt
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-testability
Source: https://github.com/YiDuandtdt/Bone-Throne/tree/main/.agents/skills/unity-skills/skills/testability
Command: npx skills add https://github.com/YiDuandtdt/Bone-Throne --skill unity-testability-yiduandtdt

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity projects often entangle business logic with Unity-specific MonoBehaviour scripts, making unit testing hard and slow.

Core Features & Use Cases

  • Isolate core logic from MonoBehaviours to enable pure C# unit tests.
  • Plan and scaffold EditMode vs PlayMode tests to cover critical flows.
  • Provide clear seams for mocking and dependency injection in Unity-friendly code.

Quick Start

Refactor a Unity component's non-UI logic into a plain C# class and wrap it with a thin MonoBehaviour adapter to enable unit tests.

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 scripts that have tightly coupled business logic?

You isolate Unity business logic by decoupling it from MonoBehaviours into plain C# classes, then wrap them with thin MonoBehaviour adapters to enable pure C# unit tests.

What is the difference between EditMode and PlayMode tests when planning Unity unit testing?

EditMode tests run without the Unity engine loop for fast pure logic verification, while PlayMode tests execute during runtime to cover critical MonoBehaviour flows and interactions.

How do I set up mocking and dependency injection for Unity C# unit tests?

You set up mocking by specifying clear seams and interfaces in your plain C# classes, allowing dependency injection and mock-setup to satisfy unit-test requirements in Unity projects.

Can I refactor a Unity component into a testable plain C# class without breaking the GameObject?

Yes, you refactor the component's non-UI logic into a plain C# class and wrap it with a thin MonoBehaviour adapter on the GameObject, preserving Unity functionality while enabling unit tests.

What are the limitations of isolating logic from MonoBehaviours for Unity testability?

This approach requires incremental refactoring to define seams and interfaces, and thin MonoBehaviour adapters still need PlayMode tests to verify Unity-specific lifecycle hooks and UI interactions.