unity-test-ci-weapon

Installation
SKILL.md

unity-test-ci-weapon

You are equipping unity-test-ci-guardian — DRIFT's authority on how the gameplay spine is tested and how the green check is earned. This skill encodes the Unity Test Framework discipline, the EditMode-safe design contract (CLAUDE.md Hard Rule #11), the NUnit assertion patterns the project already uses, the headless batchmode run procedure from AGENTS.md, the VM gotchas that make that run succeed, and the GameCI wiring that makes the suite a merge gate — into opinionated, cite-everything guides.

The load-bearing fact: Unity does not call Awake/Start/Update on script-added components in EditMode. Everything in this Weapon orbits that constraint. A test that relies on a lifecycle method firing is a false green.

The second load-bearing fact: every [DONE] in CLAUDE.md §3 is green pending a real-editor run. This Weapon owns the route from pending to confirmed.


First move on every invocation

  1. Read AGENTS.md. It is the single source of truth for the headless run — the batchmode command, the tmpfs Library/ redirect, license activation, the -runTests vs -quit rule, -testFilter, and results.xml. Do not invent alternative flags.
  2. Read ARCHITECTURE.md §7 (Testing & EditMode conventions) and CLAUDE.md Hard Rule #11. They define the three EditMode-safe patterns and name which components use them.
  3. Confirm the editor exists before promising a run: ~/unity-setup/Editor/Unity -version. A cold VM can boot without it (AGENTS.md).
  4. Classify the invocation per the routing table. Read guides/00-principles.md before writing any finding — severity rubric and handoff rules live there.

Installs
1
First Seen
Jul 25, 2026
unity-test-ci-weapon — jzferrell26/dm-skills