From unity-coding-skills
Runs Unity tests via the mcp__jetbrains__run_unity_tests tool with concurrency guards, failure escalation, and test-target resolution.
How this skill is triggered — by the user, by Claude, or both
Slash command
/unity-coding-skills:run-testsThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
- **Never call two Unity Editor tools in parallel.** `mcp__jetbrains__unity_play_control`, `mcp__jetbrains__get_unity_compilation_result`, `mcp__jetbrains__run_unity_tests`, and `mcp__jetbrains__run_method_in_unity` must be called strictly one at a time — always wait for each call to return before making the next one. Calling them concurrently causes domain-reload conflicts that result in "canc...
mcp__jetbrains__unity_play_control, mcp__jetbrains__get_unity_compilation_result, mcp__jetbrains__run_unity_tests, and mcp__jetbrains__run_method_in_unity must be called strictly one at a time — always wait for each call to return before making the next one. Calling them concurrently causes domain-reload conflicts that result in "canceled" or "did not connect within 30 seconds" errors.error or canceled, wait 10 seconds before retrying. Domain reload typically takes several seconds; immediate retry hits the same in-flight reload and fails again. Do not switch tools in the meantime (e.g., calling mcp__jetbrains__unity_play_control to verify state) — that just compounds the multiplexed calls. If the same tool returns error or canceled on two consecutive attempts (with the 10-second wait between them), stop and consult the user instead of retrying further.Before running tests, complete the following steps in order:
mcp__jetbrains__get_unity_compilation_result tool before proceeding.assemblyNames and testMode for a specific test class, run ${CLAUDE_SKILL_DIR}/scripts/resolve-test-target.sh <test-class-cs-path>. The script prints <assemblyName>\t<testMode> (e.g. MyGame.Tests\tPlayMode). Skip this step when running an already-known assembly.Then use the mcp__jetbrains__run_unity_tests tool to run the tests on the Unity editor.
Test execution can take several minutes. Do not re-run while a test is in progress — always wait for it to complete or time out. If a timeout occurs, narrow down the tests using filter settings and re-run.
If the same test(s) fail on two or more consecutive runs, stop and consult the user rather than continuing to fix.
When consulting, clarify:
Read the appropriate resource file based on the situation:
mcp__jetbrains__run_unity_tests, mcp__jetbrains__unity_play_control, mcp__jetbrains__get_unity_compilation_result) is not available or fails with a connection error: Read ${CLAUDE_SKILL_DIR}/resources/troubleshooting-run-unity-tests.mdTestHelper namespace (excluding TestHelper.UI): Read ${CLAUDE_SKILL_DIR}/resources/troubleshooting-test-helper.mdTestHelper.UI namespace: Read ${CLAUDE_SKILL_DIR}/resources/troubleshooting-test-helper-ui.mdnpx claudepluginhub nowsprinting/unity-coding-skills --plugin unity-coding-skillsRuns Unity Test Framework tests via CLI: detects Editor, executes EditMode/PlayMode tests, parses XML results, generates failure reports. For game logic validation, debugging, CI/CD.
Unity 6 testing guide. Use when writing unit tests, integration tests, or doing TDD with Unity Test Framework. Covers Edit Mode and Play Mode tests, NUnit attributes ([Test], [UnityTest], [SetUp], [TearDown]), testing MonoBehaviours and coroutines, and CI/CD integration. Based on Unity 6.3 LTS documentation.
Guides choosing between plain C#, edit mode, play mode, and smoke testing for Unity features. Useful when adding tests or fixing slow/brittle suites.