unity-testability

Pass

Unity testability advisor. Use when users want to improve testability, isolate logic from MonoBehaviour, or plan EditMode/PlayMode tests. Triggers: testability, unit test, how to test, write tests, editmode test, playmode test, isolate logic, mock, 怎么测试, 写测试, 可测试, 测试性, 单元测试, 逻辑分离.

@mandexonla
MIT4/8/2026
(0)
0
0
2

Install Skill

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Install globally (user-level):

npx skillhub install mandexonla/Top-Down-Template/unity-testability

Install in current project:

npx skillhub install mandexonla/Top-Down-Template/unity-testability --project

Suggested path: ~/.claude/skills/unity-testability/

SKILL.md Content

---
name: unity-testability
description: "Unity testability advisor. Use when users want to improve testability, isolate logic from MonoBehaviour, or plan EditMode/PlayMode tests. Triggers: testability, unit test, how to test, write tests, editmode test, playmode test, isolate logic, mock, 怎么测试, 写测试, 可测试, 测试性, 单元测试, 逻辑分离."
---

# Unity Testability Advisor

Use this skill when deciding what logic should remain in Unity-facing classes and what should move into pure C# code.

## Review Questions

- Can the rule/algorithm run without `Transform`, `GameObject`, or scene state?
- Can config be injected instead of read through static globals?
- Can runtime decisions be moved to a plain C# class and called from a thin `MonoBehaviour`?
- Does this need PlayMode coverage, or is EditMode enough?

## Output Format

- Logic that should move to pure C#
- Logic that should stay Unity-facing
- Suggested seams/interfaces
- Candidate EditMode tests
- Candidate PlayMode tests

## Guardrails

**Mode**: Both (Semi-Auto + Full-Auto) — advisory only, no REST skills

- Do not force test seams everywhere if the script is tiny and scene-bound.
- Prefer a few meaningful seams over abstraction for its own sake.