| name | run-tests |
| description | Provides guidelines for running Unity tests using the run_unity_tests tool. Make sure to use this skill whenever running, executing, or re-running tests on the Unity editor. This includes verifying implementations, debugging test failures, running specific test assemblies, or any task that involves the run_unity_tests tool. Also covers running Play Mode tests on the player for verifying player-only behavior (e.g., #if directives and code stripping). Even if the user just says "run the tests" or "check if it passes", use this skill. |
| license | Unlicense |
| metadata | {"author":"Koji Hasegawa"} |
Gotchas
- Never call two Unity Editor tools in parallel.
unity_play_control, get_unity_compilation_result, run_unity_tests, and run_method_in_unity must be called strictly one at a time — always wait for each call to return before making the next one. Calling them concurrently causes domain-reload conflicts that result in "canceled" or "did not connect within 30 seconds" errors.
- When a Unity Editor tool returns
error or canceled, wait 10 seconds before retrying. Domain reload typically takes several seconds; immediate retry hits the same in-flight reload and fails again. Do not switch tools in the meantime (e.g., calling unity_play_control to verify state) — that just compounds the multiplexed calls. If the same tool returns error or canceled on two consecutive attempts (with the 10-second wait between them), stop and consult the user instead of retrying further.
Run Tests
Before running tests, complete the following steps in order:
- If any code was modified, confirm compilation success using the
get_unity_compilation_result tool before proceeding.
- To determine
assemblyNames and testMode for a specific test class, run ${CLAUDE_SKILL_DIR}/scripts/resolve-test-target.sh <test-class-cs-path>. The script prints <assemblyName>\t<testMode> (e.g. MyGame.Tests\tPlayMode). Skip this step when running an already-known assembly.
Then use the run_unity_tests tool to run the tests on the Unity editor.
Test execution can take several minutes. Do not re-run while a test is in progress — always wait for it to complete or time out. If a timeout occurs, narrow down the tests using filter settings and re-run.
Run Tests on the Player
run_unity_tests runs tests only inside the Unity Editor. Run tests on a player instead when the user asks for it (e.g., "run on player", "standalone", "実機で実行"), or when player-only behavior must be verified (code inside #if !UNITY_EDITOR, Resources-based loading, IL2CPP, player-build hooks such as ITestPlayerBuildModifier). Pick the section below by target platform.
Standalone Player
For a standalone player running on the host OS (macOS, Windows, or Linux): Read ${CLAUDE_SKILL_DIR}/resources/run-on-standalone-player.md. It covers the build-and-run procedure and troubleshooting including Player.log locations.
Other Players
TBD
Rules for Test Failures
If the same test(s) fail on two or more consecutive runs, stop and consult the user rather than continuing to fix.
When consulting, clarify:
- Current failure status: what is failing and the likely cause
- Fix history: what was changed, how many times, and the scope of impact
- Planned approach: what options are being considered next
Troubleshooting
Read the appropriate resource file based on the situation:
- Any Unity MCP tool (
run_unity_tests, unity_play_control, get_unity_compilation_result) is not available or fails with a connection error: Read ${CLAUDE_SKILL_DIR}/resources/troubleshooting-run-unity-tests.md
- A test fails due to an assertion, constraint, or comparer in the
TestHelper namespace (excluding TestHelper.UI): Read ${CLAUDE_SKILL_DIR}/resources/troubleshooting-test-helper.md
- A test fails due to an exception thrown from the
TestHelper.UI namespace: Read ${CLAUDE_SKILL_DIR}/resources/troubleshooting-test-helper-ui.md