用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-test命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
正在显示 SKILL.md
| name | unity-test |
| description | Run Unity Test Runner operations asynchronously |
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Run and manage Unity tests.
Approval: 只读 skill(test_get_result / test_list / test_discover_get_result / test_get_last_result / test_list_categories / test_smoke_skills / test_get_summary,标 SkillMode.SemiAuto)直接执行;执行/发现/创建型 skill(test_run / test_run_by_name / test_discover_start / test_cancel / test_create_editmode / test_create_playmode,默认 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果(job 立即排进队列)。
Auto / Bypass: 直接执行。
本模块有 4 个 NeverInSemi skill(按 IsForbiddenInSemi 自动判定):
MayEnterPlayMode = true: test_run、test_run_by_nameMayTriggerReload = true: test_create_editmode、test_create_playmode(同时标 MutatesAssets = true)Approval 模式下这 4 个返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可绕过。注意:test_run(testMode="PlayMode") / test_run_by_name 会让 Unity TestRunner 切入 PlayMode;test_create_editmode / test_create_playmode 落盘新的 .cs 文件后会触发 Domain Reload。
异步约定:test_run / test_run_by_name / test_discover_start / test_create_* 立即返回 jobId;用 test_get_result(jobId) / test_discover_get_result(jobId) 轮询;Unity TestRunner 串行化,正在跑测试时不要再起第二个 test_run。
DO NOT (common hallucinations):
test_run_all does not exist → use test_run or test_run_by_nametest_create_template does not exist → use test_create_editmode or test_create_playmodetest_get_status does not exist → use test_get_result with jobId from test runjobId, poll with test_get_result(jobId)test_run while another test job is still activeunity_skills.get_skills(category="Test") or GET /skills/schema for exact signatures instead of guessing from memoryRouting:
debug module's debug_check_compilationtest_create_editmode / test_create_playmode, then modify via script moduletest_smoke_skills, which uses transient probes to avoid polluting workflow/batch persistencetest_listList available tests via Unity Test Runner async discovery. Returns pendingDiscovery=true + discoveryJobId on first call (cache miss) — poll test_discover_get_result(jobId) then retry test_list.
Parameters:
testMode (string, optional): EditMode or PlayMode. Default: EditMode.limit (int, optional): Max tests to list. Default: 100.Returns: { success, testMode, count, total, truncated, tests, pendingDiscovery, discoveryJobId, discoveryStatus } — here count is how many came back and total is how many were discovered, truncated: true means raise limit. (test_discover_get_result uses count for the total instead — see the warning there.)
test_runRun Unity tests asynchronously. Returns a jobId immediately; poll with test_get_result(jobId).
Parameters:
testMode (string, optional): EditMode or PlayMode. Default: EditMode.
Returns: { success, status, jobId, kind, testMode, filter, message }test_get_resultGet the result of a test run. Parameters:
jobId (string, required): Job ID from test_run / test_run_by_name.Returns: { success, jobId, status, totalTests, passedTests, failedTests, skippedTests, inconclusiveTests, otherTests, failedTestNames, failedTestDetails, elapsedSeconds, resultSummary, error } — each failure detail includes name, resultState, message, stackTrace, durationSeconds, and output.
test_cancelCancel a running test job if supported (Unity TestRunner has no hard cancel — best-effort). Parameters:
jobId (string, required): Job ID to cancel.Returns: { success, jobId, status, cancelled, note, warnings }
test_discover_startStart asynchronous Unity Test Runner discovery and return a discovery jobId. Use this directly when you want explicit control over discovery; otherwise test_list / test_list_categories will trigger it on cache miss.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| testMode | string | No | EditMode | EditMode or PlayMode |
Returns: { success, status, jobId, kind, testMode, message }
test_discover_get_resultGet the result of an asynchronous Unity Test Runner discovery job.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| jobId | string | Yes | - | Discovery job ID |
| limit | int | No | 100 | Max tests in the response; the default silently caps a larger suite |
Returns: { success, jobId, status, testMode, discoveryMode, count, returned, truncated, tests, error }
Here
countis the total andreturnedis what you got.countis how many tests the discovery found,returnedis how many are intestsafterlimitwas applied,truncated: truesays the two differ — raiselimitto see the rest. A project with 300 tests answerscount: 300, returned: 100, truncated: trueunder the default. Never derive the suite size fromlen(tests).⚠️
countmeans the opposite thing intest_list. Therecountis the returned length andtotalis the discovered size; herecountis the discovered size andreturnedis the returned length. The two skills were shipped that way and each one'scountis frozen for wire compatibility, so do not assume symmetry — readtruncated(present on both) to know whether you are looking at a partial list, and take the total fromtotalintest_listbut fromcounthere.
test_run_by_nameRun specific tests by class or method name.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| testName | string | Yes | - | Test class or method name to run |
| testMode | string | No | EditMode | EditMode or PlayMode |
Returns: { success, jobId, testName, testMode }
test_get_last_resultGet the most recent test run result.
No parameters.
Returns: { jobId, status, total, passed, failed, skipped, inconclusive, other, failedNames }
test_list_categoriesList test categories via Unity Test Runner async discovery. Same cache-miss / poll pattern as test_list.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| testMode | string | No | EditMode | EditMode or PlayMode |
Returns: { success, count, categories, pendingDiscovery, discoveryJobId, discoveryStatus }
test_smoke_skillsRun a reusable smoke test across registered skills.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| category | string | No | - | Only test one skill category |
| nameContains | string | No | - | Filter skills by partial name |
| excludeNamesCsv | string | No | - | Comma-separated skill names to exclude |
| executeReadOnly | bool | No | true | Execute safe read-only skills directly |
| includeMutating | bool | No | true | Include mutating skills via dryRun smoke testing |
| limit | int | No | 0 | Max skills to inspect; 0 means all |
Returns: { success, totalSkills, executedCount, dryRunCount, failureCount, results }
test_create_editmodeCreate an EditMode test script template. Writes the .cs file synchronously and returns a compile-monitor jobId; the script create will trigger a Domain Reload, so the server may be temporarily unavailable — serverAvailability carries the transient-unavailable hint.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| testName | string | Yes | - | Name of the test class to create |
| folder | string | No | Assets/Tests/Editor | Folder path for the test script |
Returns: { success, status, path, testName, jobId, serverAvailability }
test_create_playmodeCreate a PlayMode test script template. Writes the .cs file synchronously and returns a compile-monitor jobId; same Domain Reload + transient-unavailable note as test_create_editmode.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| testName | string | Yes | - | Name of the test class to create |
| folder | string | No | Assets/Tests/Runtime | Folder path for the test script |
Returns: { success, status, path, testName, jobId, serverAvailability }
test_get_summaryGet aggregated test summary across all runs.
No parameters.
Returns: { success, totalRuns, completedRuns, totalPassed, totalFailed, totalSkipped, totalInconclusive, totalOther, allFailedTests }
import unity_skills, time
# Run tests and poll for result (async pattern required)
result = unity_skills.call_skill("test_run", testMode="EditMode")
job_id = result["jobId"]
# Poll until done (test_* skills are async)
for _ in range(30):
status = unity_skills.call_skill("test_get_result", jobId=job_id)
if status.get("status") == "Completed":
print(f"Passed: {status['totalPassed']}, Failed: {status['totalFailed']}")
break
time.sleep(2)
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.