test-setup
Scaffold the test framework and CI — tests/ directory, engine test runner, GitHub Actions workflow. Once, before the first sprint.
How do I install this agent skill?
npx skills add https://github.com/donchitos/claude-code-game-studios --skill test-setupIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill scaffolds a testing framework and CI/CD workflows for Godot, Unity, or Unreal projects. It uses dynamic context injection to load configuration settings and reads project files to determine the appropriate setup. No malicious behavior was detected.
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No alerts
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Risk: LOW · No issues
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Score: 93/100 · 2 sections analyzed
What does this agent skill do?
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation,workflow,qa.level
Automation mode: Resolve modes.automation (project.local.yaml →
project.yaml → default collaborative). Every AskUserQuestion call and
every file write follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
Test Setup
This skill scaffolds the automated testing infrastructure for the project. It detects the configured engine, generates the appropriate test runner configuration, creates the standard directory layout, and wires up CI/CD so tests run on every push.
Run this once during the Technical Setup phase, before any implementation begins. A test framework installed at sprint start costs 30 minutes. A test framework installed at sprint four costs 3 sprints.
Output: tests/ directory structure + .github/workflows/tests.yml
Phase 1: Detect Engine and Existing State
-
Read engine config:
- Read
engine.namefromproject.yaml; if that key is absent or empty (including whenproject.yamlhas noengine:block), fall back to theEngine:value in.claude/docs/technical-preferences.md. - If neither source yields a configured engine (project.yaml
engine.nameabsent/empty and technical-preferences.md shows[TO BE CONFIGURED]or is missing), stop: "Engine not configured. Run/setup-enginefirst, then re-run/test-setup."
- Read
-
Check for existing test infrastructure:
- Glob
tests/— does the directory exist? - Glob
tests/unit/andtests/integration/— do subdirectories exist? - Glob
.github/workflows/— does a CI workflow file exist? - Glob
addons/gdUnit4/bin/GdUnitCmdTool.gd(Godot — note the capital U) orAssets/Tests/EditMode/(Unity) orSource/*/Private/Tests/(Unreal) for engine-specific artifacts. These are the test roots in.claude/docs/directory-structure.md; tests anywhere else are never compiled on Unity or Unreal.
- Glob
-
Report findings:
- "Engine: [engine]. Test directory: [found / not found]. CI workflow: [found / not found]."
- If everything already exists AND
forceargument was not passed: "Test infrastructure appears to be in place. Re-run with/test-setup forceto regenerate. Proceeding will not overwrite existing test files."
If the force argument is passed, skip the "already exists" early-exit and
proceed — but still do not overwrite files that already exist at a given path.
Only create files that are missing.
Phase 2: Present Plan
Based on the engine detected and the existing state, present a plan:
## Test Setup Plan — [Engine]
I will create the following (skipping any that already exist):
tests/
unit/ — Isolated unit tests for formulas, state, and logic (Godot only)
integration/ — Cross-system tests and save/load round-trips (Godot only)
smoke/ — Critical path test list (15-minute manual gate)
README.md — Test framework documentation
[Unity/Unreal: unit and integration tests go under the engine's test root
instead — Unity Assets/Tests/EditMode|PlayMode/, Unreal
Source/<Module>/Private/Tests/ — because neither compiles code in tests/]
production/qa/
evidence/ — Screenshot and manual test sign-off records
[Engine-specific files — see per-engine details below]
.github/workflows/tests.yml — CI: run tests on every push to main
Estimated time: ~5 minutes to create all files.
Ask: "May I create these files? I will not overwrite any test files that already exist at these paths."
At collaborative and guided — do not proceed without approval. These are
new files, and automation-modes.md:81 gates new-file writes in guided too,
so the answer is the same in both modes. At autonomous — create them and log
the decision; do not block. An unconditional gate here would read as "block even
in autonomous" and contradict this skill's own header.
Phase 3: Create Directory Structure
After approval, create the following files:
tests/README.md
# Test Infrastructure
**Engine**: [engine name + version]
**Test Framework**: [GdUnit4 | Unity Test Framework | UE Automation]
**CI**: `.github/workflows/tests.yml`
**Setup date**: [date]
## Directory Layout
```
tests/
unit/ # Isolated unit tests (formulas, state machines, logic)
integration/ # Cross-system and save/load tests
smoke/ # Critical path test list for /smoke-check gate
```
[Unity/Unreal — replace the unit/integration lines: unit and integration tests
live under the engine's test root, `Assets/Tests/EditMode|PlayMode/[System]/`
or `Source/<Module>/Private/Tests/[System]/`; `tests/` keeps this README and
`smoke/`. Every `tests/unit/` path below means that test root.]
```
production/qa/
evidence/ # Screenshot logs and manual test sign-off records
```
> **Manual evidence lives under `production/qa/evidence/`, not `tests/`** — that
> is where every consumer reads it.
## Running Tests
[Engine-specific command — see below]
## Test Naming
Names follow the engine's language (`.claude/rules/test-standards.md`):
- **Godot**: file `[system]_[feature]_test.gd`, function `test_[scenario]_[expected]`
— `combat_damage_test.gd` → `test_base_attack_returns_expected_damage()`
- **Unity**: class `[System]Tests` in `[System]Tests.cs`, method `[Scenario]_[Expected]`
— `CombatTests.cs` → `BaseAttack_ReturnsExpectedDamage()`
- **Unreal**: class `F[System][Scenario]Test`, test name `<Project>.[System].[Scenario]`
— `FCombatBaseAttackTest` → `<Project>.Combat.BaseAttack`
[`<Project>` is the root the filter in `commands.test` uses — write it out:
the project name, or the distinct root `/setup-engine` chose]
## Story Type → Test Evidence
| Story Type | Required Evidence | Location |
|---|---|---|
| Logic | Automated unit test — must pass | `tests/unit/[system]/` |
| Integration | Integration test OR playtest doc | `tests/integration/[system]/` |
| Visual/Feel | Screenshot + lead sign-off | `production/qa/evidence/` |
| UI | Retained screenshot of each screen touched | `production/qa/evidence/` |
| Config/Data | Smoke check pass | `production/qa/smoke-*.md` |
## CI
Tests run automatically on every push to `main` and on every pull request.
A failed test suite blocks merging.
The README and this skill's completion summary name the same evidence path —
production/qa/evidence/ is where /smoke-check, /test-evidence-review,
/qa-plan and the evidence table in .claude/docs/coding-standards.md read,
so a tests/evidence/ would be a directory nothing reads.
production/qa/evidence/.gitkeep
Create it empty. Git does not keep an empty directory, and this is where
/story-done, /smoke-check and /test-evidence-review look for screenshots and
sign-off records — the completion summary lists it, so it must exist.
Engine-specific files
Godot 4 (Engine: Godot)
Do not write a runner script. gdUnit4 ships its own command-line runner,
res://addons/gdUnit4/bin/GdUnitCmdTool.gd. The command CI, /smoke-check
and commands.test use is:
godot --headless --path . --import
godot --headless -s -d --remote-debug tcp://127.0.0.1:0 res://addons/gdUnit4/bin/GdUnitCmdTool.gd -a res://tests --ignoreHeadlessMode
Run the import first. A fresh clone has no .godot/ class cache, and a run
without one exits 1 — GdUnitCmdTool.gd did not load (Failed to load script), so no test ran. A cache older than a new class_name fails valid
code with 105. The CI action imports on its own.
Exit code 0 when every test passes and 100 when any fails — verified
on Godot 4.6.1 with gdUnit4 6.1.3. 101 means every test passed but a test
leaked nodes: a warning, not a failure. 103 and 104 mean gdUnit4 could not run
(headless refused, Godot older than 4.3); 105 means a test script does not parse. -a res://tests runs every suite
under tests/; --ignoreHeadlessMode is required because gdUnit4 otherwise
refuses to run headless. --remote-debug tcp://127.0.0.1:0 is required too —
it is what gdUnit4's own runtest script passes. Without it a script error
opens Godot's interactive debugger, and the run waits at a debug> prompt
forever instead of exiting 105. The flag makes every run print two ERROR:
lines about the remote port (127.0.0.1:0); they are expected, not a failure.
A run that finds no tests prints No test cases found and exits 0 — that is
not a pass. The folder is addons/gdUnit4/ with a capital U.
Create tests/unit/.gdignore_placeholder with content:
# Unit tests go here — one subdirectory per system (e.g., tests/unit/combat/)
Create tests/integration/.gdignore_placeholder with content:
# Integration tests go here — one subdirectory per system
Note in the README: Installing GdUnit4
1. Open Godot → AssetLib → search "GdUnit4" → Download & Install
2. Enable the plugin: Project → Project Settings → Plugins → GdUnit4 ✓
3. Restart the editor
4. Verify: res://addons/gdUnit4/bin/GdUnitCmdTool.gd exists (capital U)
Unity (Engine: Unity)
Tests live under Assets/Tests/ — Unity compiles only Assets/ and
Packages/. A test under tests/ is never compiled, and the run then reports
0 tests, Passed, exit 0 (verified on 6000.3.23f1): a false pass.
First check the Test Framework package:
grep -q 'com.unity.test-framework' Packages/manifest.json. Without it
-runTests does not fail — it hangs. If absent, ask to add
"com.unity.test-framework" to dependencies at the version your editor
bundles. Unity 6 releases bundle different ones — 1.6.0 in 6000.3.23f1, 1.5.1 in
6000.1.0f1 — so read it rather than copy a number: on Windows it is the
version in Data/Resources/PackageManager/BuiltInPackages/com.unity.test-framework/package.json
under the folder that holds Unity.exe.
Create Assets/Tests/EditMode/EditModeTests.asmdef — unit tests, no Play Mode:
{
"name": "EditModeTests",
"references": ["UnityEngine.TestRunner", "UnityEditor.TestRunner"],
"includePlatforms": ["Editor"],
"overrideReferences": true,
"precompiledReferences": ["nunit.framework.dll"],
"autoReferenced": false,
"defineConstraints": ["UNITY_INCLUDE_TESTS"]
}
Create Assets/Tests/PlayMode/PlayModeTests.asmdef — integration tests in a
running scene: the same JSON with "name": "PlayModeTests" and
"includePlatforms": [].
A test assembly cannot see code in the default
Assembly-CSharp. An.asmdefcan reference only other.asmdefs. If the game's scripts have no.asmdefof their own, ask before creating one (e.g.Assets/Scripts/Game.asmdef) and add"Game"to both test assemblies'references. Without it the first test that names a game class fails to compile. Moving scripts into an.asmdefchanges what they can see, so before creating it:
- List the packages the scripts use.
Assembly-CSharpreferences every package on its own; an.asmdefreferences only what it names. Read the scripts'usinglines and add the matching assemblies — commonly"Unity.InputSystem","Unity.TextMeshPro","UnityEngine.UI":{ "name": "Game", "references": ["Unity.InputSystem", "Unity.TextMeshPro"] }. Name only packages the project has installed.- Give each
Editor/folder under it its own.asmdefwith"includePlatforms": ["Editor"]and"references": ["Game"]. Otherwise editor scripts join the runtime assembly, andusing UnityEditor;breaks the player build.
Note in the README: Running Unity tests (use the editor executable —
Unity on PATH may be Unity's separate CLI, not the editor)
"<Unity editor>" -batchmode -runTests -projectPath . -testPlatform EditMode -testResults test-results/editmode.xml
"<Unity editor>" -batchmode -runTests -projectPath . -testPlatform PlayMode -testResults test-results/playmode.xml
Exit 0 when every test passes, 2 when any fails. Exit 1 or 3 is a FAIL
too: 1 is a compile error, which writes no results file, and 3 a failed run.
So is 4 (an unknown -testPlatform), and any other non-zero exit.
Delete test-results/editmode.xml before each run so an old file is never read
as a new result. Read the <test-run>
element of the results file: testcasecount="0" means nothing was compiled or
found — report it as not assessed, never as a pass. Do not add -quit;
-runTests exits by itself. Play Mode is the second line: a separate run with
its own results file, read the same way, and deleted before each run the same
way. An Edit Mode run never runs the tests in Assets/Tests/PlayMode/, so
/smoke-check runs both whenever that folder holds tests.
Unreal Engine (Engine: Unreal or Engine: UE5)
Tests live inside the game module: Source/<Module>/Private/Tests/, where
<Module> is the primary game module (for a C++ project, the .uproject name).
UnrealBuildTool compiles only module folders — a tests folder directly under
Source/ is not a module, so a test there is silently never built and every
run reports No automation tests matched.
Create Source/<Module>/Private/Tests/README.md. <Project>. in it — and
[ProjectName]. in the CI filter below — is the test root the filter in
commands.test uses: the project name, or the distinct root /setup-engine
chose when the project's name is also an engine area. Write that root:
# Unreal Automation Tests
Tests use the UE Automation Testing Framework and compile with this module.
Wrap each test file in `#if WITH_DEV_AUTOMATION_TESTS` … `#endif`.
Flags: `EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter`
(there is no `GameFilter` flag).
Run via: Session Frontend → Automation → select "<Project>." tests
Or headlessly from the project root, after building the editor target — on a
fresh checkout the editor exits before any test runs:
"<UE root>/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe" <Project>Editor Win64 Development -Project="$(pwd -W 2>/dev/null || pwd)/<Project>.uproject"
"<UE root>/Engine/Binaries/Win64/UnrealEditor-Cmd.exe" "$(pwd -W 2>/dev/null || pwd)/<Project>.uproject" -ExecCmds="Automation RunTests <Project>.; Quit" -unattended -nullrhi -stdout -FullStdOutLogOutput
The project path must be absolute: UE does not find a relative one (exit 1,
"Project file not found"). Those two lines are Windows'. On Linux build with
`Engine/Build/BatchFiles/Linux/Build.sh <Project>Editor Linux Development -Project="$(pwd -W 2>/dev/null || pwd)/<Project>.uproject"` and run
the tests with `Engine/Binaries/Linux/UnrealEditor` and the same arguments; on
macOS build with `Engine/Build/BatchFiles/Mac/Build.sh <Project>Editor Mac Development -Project="$(pwd -W 2>/dev/null || pwd)/<Project>.uproject"`
— Epic documents no command-line editor inside `UnrealEditor.app` for the test
run (see `docs/engine-reference/unreal/current-best-practices.md`, "Command Line").
Read the output, not the exit code: a failing test and a run that matched nothing both exit 255.
`Result={Fail}` is a failure; `No automation tests matched` means no test was
built or named `<Project>.…`.
Test class naming: F[System][Scenario]Test — one class per test; a second
test reusing a class name fails to link
Test name: "<Project>.[System].[Scenario]"
Phase 4: Create CI/CD Workflow
Godot 4
Create .github/workflows/tests.yml:
name: Automated Tests
on:
push:
branches: [main]
pull_request:
branches: [main]
jobs:
test:
name: Run GdUnit4 Tests
runs-on: ubuntu-latest
# The action publishes its results as a check run. A new repository's
# token is read-only, and without checks: write the job fails even when
# every test passes. If you protect main, require the `Run GdUnit4 Tests` job
# check, not `test-results`: that check run concludes success even when a
# test fails.
permissions:
contents: read
checks: write
steps:
- name: Checkout
uses: actions/checkout@v4
with:
lfs: true
# godot-version must be a full release such as 4.6.1 (`godot --version`
# shows it); VERSION.md's "4.6" is not one. version: installed runs the
# gdUnit4 committed in addons/ -- without it the action deletes that
# copy and installs the latest release, which may not match your tests.
- name: Run GdUnit4 Tests
uses: godot-gdunit-labs/gdUnit4-action@v1
with:
godot-version: '[FULL GODOT VERSION, e.g. 4.6.1]'
version: 'installed'
paths: |
tests/unit
tests/integration
report-name: test-results
- name: Upload Test Results
if: always()
uses: actions/upload-artifact@v4
with:
name: test-results
path: reports/
Unity
Create .github/workflows/tests.yml:
name: Automated Tests
on:
push:
branches: [main]
pull_request:
branches: [main]
jobs:
test:
name: Run Unity Tests
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
lfs: true
- name: Run Edit Mode Tests
uses: game-ci/unity-test-runner@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
testMode: editmode
artifactsPath: test-results/editmode
- name: Run Play Mode Tests
uses: game-ci/unity-test-runner@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
testMode: playmode
artifactsPath: test-results/playmode
- name: Upload Test Results
if: always()
uses: actions/upload-artifact@v4
with:
name: test-results
path: test-results/
Note: Unity CI requires a UNITY_LICENSE secret. Add to GitHub repository
secrets before the first CI run.
Unreal Engine
Create .github/workflows/tests.yml:
name: Automated Tests
on:
push:
branches: [main]
pull_request:
branches: [main]
jobs:
test:
name: Run UE Automation Tests
runs-on: [self-hosted, windows] # UE requires a local runner with the editor installed
# The quoted "{0}" in each `shell:` below: the Windows runner passes bash
# its script path unquoted, so with plain `shell: bash` every step fails
# ("No such file or directory") when the runner's folder has a space.
steps:
- name: Checkout
uses: actions/checkout@v4
with:
lfs: true
# Binaries/ is gitignored, so a fresh checkout has no compiled game
# module: without this step the editor stops with "The game module could
# not be found" before running any test. UnrealBuildTool.exe, not
# Build.bat -- from bash, Build.bat fails on an engine path with spaces.
- name: Build Editor Target
run: |
"$UE_ROOT/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe" [ProjectName]Editor Win64 Development \
-Project="${{ github.workspace }}/[ProjectName].uproject"
shell: bash --noprofile --norc -eo pipefail "{0}"
# -stdout -FullStdOutLogOutput: without them the editor prints nothing
# here, and the results are only in Saved/Logs/.
- name: Run Automation Tests
run: |
"$UE_ROOT/Engine/Binaries/Win64/UnrealEditor-Cmd.exe" "${{ github.workspace }}/[ProjectName].uproject" \
-nullrhi -nosound \
-ExecCmds="Automation RunTests [ProjectName].; Quit" \
-unattended -stdout -FullStdOutLogOutput
shell: bash --noprofile --norc -eo pipefail "{0}"
- name: Upload Logs
if: always()
uses: actions/upload-artifact@v4
with:
name: test-logs
path: Saved/Logs/
Note: UE CI requires a self-hosted Windows runner with Unreal Editor installed.
The windows label keeps the job off any Linux self-hosted runner the
repository also has. Set the UE_ROOT environment variable on the runner to the engine folder
(e.g. C:/Program Files/Epic Games/UE_5.7). [ProjectName]Editor is the
editor target in Source/[ProjectName]Editor.Target.cs.
Phase 5: Create Smoke Test Seed
Create tests/smoke/critical-paths.md:
# Smoke Test: Critical Paths
**Purpose**: Run these 10-15 checks in under 15 minutes before any QA hand-off.
**Run via**: `/smoke-check` (which reads this file)
**Update**: Add new entries when new core systems are implemented.
## Core Stability (always run)
1. Game launches to main menu without crash
2. New game / session can be started from the main menu
3. Main menu responds to all inputs without freezing
## Core Mechanic (update per sprint)
<!-- Add the primary mechanic for each sprint here as it is implemented -->
<!-- Example: "Player can move, jump, and the camera follows correctly" -->
4. [Primary mechanic — update when first core system is implemented]
## Data Integrity
5. Save game completes without error (once save system is implemented)
6. Load game restores correct state (once load system is implemented)
## Performance
7. No visible frame rate drops on target hardware (60fps target)
8. No memory growth over 5 minutes of play (once core loop is implemented)
Phase 6: Post-Setup Summary
After writing all files, report:
Test infrastructure created for [engine].
Files created:
- tests/README.md
- tests/unit/ and tests/integration/ (Godot) — or the engine's test root:
Unity Assets/Tests/EditMode/ and PlayMode/, Unreal Source/<Module>/Private/Tests/
- tests/smoke/critical-paths.md
- production/qa/evidence/.gitkeep
[engine-specific files]
- .github/workflows/tests.yml
Next steps:
1. [Engine-specific install step, e.g., "Install GdUnit4 via AssetLib"]
2. Write your first test in the engine's test root:
tests/unit/[system]/[system]_[feature]_test.gd (Godot),
Assets/Tests/EditMode/[System]Tests.cs (Unity), or
Source/<Module>/Private/Tests/[System]Test.cpp (Unreal)
3. Run `/qa-plan sprint` before your first sprint to classify stories and set
test evidence requirements. At `workflow: minimal` — the default — skip
this: there are no sprints. At `qa.level: minimal`, also the default, tests
are waived, so `/dev-story` writes none. Raise `qa.level` with `/settings`
to have it write them
4. `/smoke-check` before every QA hand-off
Gate note: /gate-check Technical Setup → Pre-Production now requires:
- the engine's test root: tests/unit/ and tests/integration/ (Godot),
Assets/Tests/EditMode/ and Assets/Tests/PlayMode/ (Unity), or
Source/<Module>/Private/Tests/ (Unreal)
- .github/workflows/tests.yml
- At least one example test file
Run /test-setup and write one example test before advancing.
(At `workflow: minimal` that gate requires only the engine.)
Verdict: **COMPLETE** — test framework scaffolded and CI/CD wired up.
Collaborative Protocol
- Never overwrite existing test files — only create files that are missing. If a test runner file exists, leave it as-is.
- Always ask before creating files — Phase 2 requires explicit approval.
- Engine detection is non-negotiable — if the engine is not configured,
stop and redirect to
/setup-engine. Do not guess. forceflag skips the "already exists" early-exit but never overwrites. It means "create any missing files even if the directory already exists."- For Unity CI, note that the
UNITY_LICENSEsecret must be configured manually. Do not attempt to automate license management.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/donchitos/claude-code-game-studios/test-setup">View test-setup on skillZs</a>