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unity-e2e-testing
Unity E2E Testing Automation
Mit Codex oder Claude installieren Kopieren Sie diesen Prompt, fügen Sie ihn in Codex, Claude oder einen anderen Assistant ein und lassen Sie die Skill-Seite prüfen und installieren.
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Unity E2E Testing Automation
Mit Codex oder Claude installieren Kopieren Sie diesen Prompt, fügen Sie ihn in Codex, Claude oder einen anderen Assistant ein und lassen Sie die Skill-Seite prüfen und installieren.
Basierend auf der SOC-Berufsklassifikation
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
| name | unity-e2e-testing |
| description | Unity E2E Testing Automation |
Use this skill when writing PlayMode end-to-end tests that simulate full user journeys from input to visible outcome in a running game loop.
Every user-facing feature or behavior change MUST have at least 1 E2E PlayMode test. This is non-negotiable.
E2E tests verify the complete user journey from input to visible outcome in a real game loop. They catch wiring bugs, scene setup issues, and integration failures that unit tests cannot.
Assets/Tests/PlayMode/.agents/skills/ask-first/SKILL.md Phase 2.Feature_Scenario_ExpectedOutcome — must read like a sentence| Level | What to Test | Tools | Speed |
|---|---|---|---|
| Unit | Pure functions, math, data | Unity Test Framework (EditMode) | Fast |
| Integration | Component wiring, system interaction | Unity Test Framework (PlayMode) | Medium |
| E2E | Full gameplay flows, boot-to-play | PlayMode + InputTestFixture + AltTester | Slow |
Rule of thumb: Heavy unit/integration coverage, few but meaningful E2E tests covering critical user journeys.
For interactive testing during development using Claude Code:
Workflow:
1. read_console → check for compilation errors
2. execute_script → set up test conditions
3. play_game → enter play mode
4. execute_script → runtime assertions
5. capture_scene_object / capture_ui_canvas → visual check
6. get_unity_logs → error detection
7. stop_game → end session
Best for: Interactive development-time verification. Not for CI.
| Tool | Reason |
|---|---|
com.unity.automated-testing | Development halted since Dec 2021, stuck at 0.8.1-preview.2 |
BinaryFormatter for test data | Security vulnerability, deprecated |
| Pixel-exact screenshot comparison | Too brittle across GPUs, use perceptual diff |
Thread.Sleep in tests | Use WaitForSeconds / WaitUntil instead |