| name | unity-qa-automation |
| description | Automate Unity QA checks with MCP inspection, scene hierarchy review, GameObject/component validation, Play Mode smoke checks, screenshot or scene captures, console log scanning, and regression evidence. MUST use for non-destructive automated verification, smoke checks, scene validation, screenshot validation, and pass/fail reports. Do not replace unit tests, manual QA test cases, debugging, or profiler analysis. |
| metadata | {"author":"kuozg","version":"1.0"} |
unity-qa-automation
Run evidence-backed Unity QA automation using MCP tools without destructive project changes.
When to use
Use for:
- Smoke checks and regression checks.
- Scene validation and hierarchy inspection.
- GameObject/component presence checks.
- Screenshot, camera, or scene-view validation.
- Console-log-based verification.
- Automated pass/fail reports with concrete evidence.
MCP tool usage
- Use
ManageScene(GetActive/GetHierarchy/Load) for scene state and hierarchy checks.
- Use
ManageGameObject(find/get_components/get_component) for object and component assertions.
- Use
ManageEditor(GetState/Play/Stop) for controlled Play Mode smoke checks when requested.
- Use
ReadConsole or GetConsoleLogs to scan errors and warnings.
- Use
Camera_Capture, SceneView_Capture2DScene, or SceneView_CaptureMultiAngleSceneView when visual evidence is relevant.
- Use
ManageAsset(GetInfo/Search) for required asset existence checks.
Safety rules
- Avoid destructive scene or project changes during QA validation.
- Do not save scenes, modify assets, or alter settings unless the test explicitly requires setup and the user approves.
- Do not treat screenshots as sufficient when console, hierarchy, or component checks are required.
- Reset Play Mode state after smoke checks.
- Keep checks deterministic and cite exact evidence.
Pass/fail reporting
For each check, report:
- Check name.
- Expected condition.
- Observed result.
- Evidence from hierarchy, component data, console output, capture, or asset info.
- Verdict:
PASS, FAIL, or BLOCKED.
Validation patterns
- Scene check: hierarchy exists, required objects active, transforms/components match expectations.
- Prefab/asset check: asset exists and has expected type/references.
- Smoke check: enter Play Mode, observe state/logs, exit Play Mode.
- Screenshot check: capture the relevant view and pair it with hierarchy/console evidence.
- Console check: no new errors, warnings classified, stack traces included when relevant.
Boundaries
- Use
unity-test-unit for automated Edit Mode or Play Mode unit tests.
- Use
unity-test-case for manual QA test plan documents.
- Use
unity-debug for diagnosing a known failure.
- Use
unity-profiler for performance traces, frame time, GC, or memory analysis.
- Use
unity-scene-builder for creating or modifying scenes.
Handoff
Return a pass/fail report with evidence per check, console status, captures if generated, and any follow-up tests needed.