| name | resdk-tests-validation |
| description | Choose the right validation path for ReSDK changes: simulation, editor validators, map and generated-asset rebuilds, and the legacy `host/UnitTests` harness. Use when asked what to test after a change, how to validate a subsystem or content edit, whether a rebuild or regeneration is required, or how much confidence a change currently has. |
ReSDK Tests Validation
This skill routes validation by change type instead of pretending there is one default test command for the whole project.
Entry Workflow
- Classify the change:
- editor code
- map or content data
- host gameplay code
- client UI or rendering
- generated asset workflow
- legacy
host/UnitTests
- Read
references/validation-matrix.md.
- If the task explicitly mentions
UnitTests or old test macros, also read references/legacy-unit-tests.md.
Mandatory Rules
- Treat simulation and editor validators as the primary validation path for most gameplay, content, and editor changes.
- Be explicit when a change likely requires regeneration before testing, for example class-library rebuild, map build, model-map generation, or ReNode library generation.
- Do not oversell
host/UnitTests as the default safety net. ../../../../Documentation/PROJECT_ARCHITECTURE.md marks it as a legacy module.
- If no automated validation exists, say so plainly and recommend the narrowest reproducible smoke test.
Working Style
- Return the smallest useful checklist for the actual change.
- Separate “must regenerate first” from “must verify afterward”.
- Prefer workflow-specific validation over generic advice like “run everything”.