unity-testability

Refactor MonoBehaviour-heavy Unity code into pure C# for testability.

Updated Apr 15, 2026
One-click install
npx skills add https://github.com/Yuan-Zzzz/FrogRE --skill unity-testability-yuan-zzzz
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-testability
Source: https://github.com/Yuan-Zzzz/FrogRE/tree/main/.codex/skills/unity-skills/skills/testability
Command: npx skills add https://github.com/Yuan-Zzzz/FrogRE --skill unity-testability-yuan-zzzz

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity projects often struggle with testability because heavy reliance on MonoBehaviour and scene state makes unit tests hard. This skill helps you decide which logic should stay in Unity-facing classes and which should move into pure C# to enable reliable testing.

Core Features & Use Cases

  • isolates logic from MonoBehaviour to improve testability
  • supports planning EditMode/PlayMode tests and mocks for Unity APIs
  • guides incremental refactoring with minimal risk in large Unity projects

Quick Start

Move core gameplay logic out of MonoBehaviour into plain C# classes and write unit tests for the new classes.

Frequently Asked Questions about unity-testability

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

FAQPage Schema
How do I isolate logic from MonoBehaviour to improve Unity testability?

To improve Unity testability, you move core gameplay logic out of MonoBehaviour into plain C# classes and write unit tests for the new classes. This isolates logic from scene state to enable reliable EditMode testing.

What is the best way to write unit tests for Unity MonoBehaviour classes?

The best way to test MonoBehaviour classes is to refactor them by moving heavy logic into pure C# classes, allowing you to mock dependencies and write reliable unit tests without relying on Unity scene state.

When do I need to use EditMode versus PlayMode testing in Unity?

You need EditMode testing to run fast unit tests on isolated pure C# logic, while PlayMode testing is used to verify Unity integration points and behaviors that depend on scene state and MonoBehaviour lifecycle.

How do I mock Unity APIs for unit testing?

You mock Unity APIs by extracting logic into pure C# classes and using dependency injection to introduce mockable interfaces. This allows tests to bypass Unity integration points and verify logic paths directly.

Can I refactor large Unity projects for testability without breaking existing functionality?

Yes, you can refactor large Unity projects by applying incremental refactoring with minimal risk. This involves gradually moving logic to pure C# classes and maintaining Unity integration through lightweight wrappers.

Why does relying on MonoBehaviour make unit testing hard in Unity?

Relying on MonoBehaviour makes unit testing hard because it couples your logic tightly to Unity scene state and lifecycle methods. Refactoring to pure C# classes isolates the logic, ensuring tests cover new logic paths reliably.