Files
2025-11-29 18:19:25 +08:00

425 lines
13 KiB
Markdown

---
name: unity-test-runner
description: Execute and analyze Unity Test Framework tests from the command line. This skill automates test execution for Unity projects by detecting the Unity Editor, configuring test parameters (EditMode/PlayMode), running tests via CLI, parsing XML results, and generating detailed failure reports. Use this when running Unity tests, validating game logic, or debugging test failures.
---
# Unity Test Runner
## Overview
This skill enables automated execution and analysis of Unity Test Framework tests directly from the command line. It handles the complete test workflow: detecting Unity Editor installations across platforms (Windows/macOS/Linux), configuring test parameters, executing tests in EditMode or PlayMode, parsing NUnit XML results, and generating detailed failure reports with actionable insights.
## When to Use This Skill
Use this skill when:
- Executing Unity Test Framework tests from command line
- Running PlayMode or EditMode tests for game logic validation
- Analyzing test failures and generating failure reports
- Integrating Unity tests into CI/CD pipelines
- Debugging test failures with detailed stack traces and file locations
- Validating Unity project changes before commits
**Example user requests:**
- "Run all Unity tests in my project"
- "Execute PlayMode tests and show me the results"
- "Run tests in the Combat category"
- "Check if my Unity tests are passing"
- "Run EditMode tests only"
## Workflow
Follow this workflow when the skill is invoked:
### 1. Detect Unity Editor Installation
Use the `find-unity-editor.js` script to automatically locate the Unity Editor:
```bash
node scripts/find-unity-editor.js --json
```
**Script behavior:**
- Scans platform-specific default installation paths
- Detects all installed Unity versions
- Returns the latest version by default
- Can target specific version with `--version <version>` flag
**Output:**
```json
{
"found": true,
"editorPath": "C:\\Program Files\\Unity\\Hub\\Editor\\2021.3.15f1\\Editor\\Unity.exe",
"version": "2021.3.15f1",
"platform": "win32",
"allVersions": ["2021.3.15f1", "2020.3.30f1"]
}
```
**If multiple versions are found:**
1. Present all available versions to the user
2. Ask user to confirm which version to use
3. Or use the latest version by default
**If no Unity Editor is found:**
- Report error with searched paths
- Ask user to provide Unity Editor path manually
- Store the path for future use
### 2. Verify Unity Project Path
Confirm the current directory contains a valid Unity project using cross-platform checks:
```typescript
// Use Read tool to check for Unity project indicators
Read({ file_path: "ProjectSettings/ProjectVersion.txt" })
// Use Glob to verify Assets directory exists
Glob({ pattern: "Assets/*", path: "." })
```
**Validation steps:**
1. Verify `Assets/` directory exists
2. Verify `ProjectSettings/ProjectVersion.txt` exists
3. Read `ProjectVersion.txt` to get Unity version
4. Warn if Editor version doesn't match project version
**Example ProjectVersion.txt:**
```
m_EditorVersion: 2021.3.15f1
m_EditorVersionWithRevision: 2021.3.15f1 (e8e88743f9e5)
```
### 3. Configure Test Settings
Determine test execution parameters. Use `AskUserQuestion` tool if parameters are not specified:
**Required settings:**
- **Test Mode**: EditMode, PlayMode, or Both
- **Test Platform**: EditMode tests use "EditMode", PlayMode can specify platform (e.g., "StandaloneWindows64", "Android", "iOS")
**Optional settings:**
- **Test Categories**: Semicolon-separated list (e.g., "Combat;AI;Physics")
- **Test Filter**: Regex pattern or semicolon-separated test names
- **Results Output Path**: Default to `TestResults.xml` in project root
**Configuration example:**
```typescript
AskUserQuestion({
questions: [{
question: "Which test mode should be executed?",
header: "Test Mode",
multiSelect: false,
options: [
{ label: "EditMode Only", description: "Fast unit tests without Play Mode" },
{ label: "PlayMode Only", description: "Full Unity engine tests" },
{ label: "Both Modes", description: "Run all tests (slower)" }
]
}]
})
```
### 4. Execute Tests via Command Line
Build and execute the Unity command line test command:
**Command structure:**
```bash
<UnityEditorPath> -runTests -batchmode -projectPath <ProjectPath> \
-testPlatform <EditMode|PlayMode> \
-testResults <OutputPath> \
[-testCategory <Categories>] \
[-testFilter <Filter>] \
-logFile -
```
**Example commands:**
**EditMode tests:**
```bash
"C:\Program Files\Unity\Hub\Editor\2021.3.15f1\Editor\Unity.exe" \
-runTests -batchmode \
-projectPath "D:\Projects\MyGame" \
-testPlatform EditMode \
-testResults "TestResults-EditMode.xml" \
-logFile -
```
**PlayMode tests with category filter:**
```bash
"C:\Program Files\Unity\Hub\Editor\2021.3.15f1\Editor\Unity.exe" \
-runTests -batchmode \
-projectPath "D:\Projects\MyGame" \
-testPlatform PlayMode \
-testResults "TestResults-PlayMode.xml" \
-testCategory "Combat;AI" \
-logFile -
```
**Execution notes:**
- Use `Bash` tool with `run_in_background: true` for long-running tests
- Set timeout appropriately (default: 5-10 minutes, adjust based on test count)
- Monitor output for progress indicators
- Capture both stdout and stderr
**Example execution:**
```typescript
Bash({
command: `"${unityPath}" -runTests -batchmode -projectPath "${projectPath}" -testPlatform EditMode -testResults "TestResults.xml" -logFile -`,
description: "Execute Unity EditMode tests",
timeout: 300000, // 5 minutes
run_in_background: true
})
```
### 5. Parse Test Results
After tests complete, parse the NUnit XML results using `parse-test-results.js`:
```bash
node scripts/parse-test-results.js TestResults.xml --json
```
**Script output:**
```json
{
"summary": {
"total": 10,
"passed": 7,
"failed": 2,
"skipped": 1,
"duration": 12.345
},
"failures": [
{
"name": "TestPlayerTakeDamage",
"fullName": "Tests.Combat.PlayerTests.TestPlayerTakeDamage",
"message": "Expected: 90\n But was: 100",
"stackTrace": "at Tests.Combat.PlayerTests.TestPlayerTakeDamage () [0x00001] in Assets/Tests/Combat/PlayerTests.cs:42",
"file": "Assets/Tests/Combat/PlayerTests.cs",
"line": 42
}
],
"allTests": [...]
}
```
**Result analysis:**
1. Extract test summary statistics
2. Identify all failed tests
3. Extract file paths and line numbers from stack traces
4. Categorize failures by type (assertion, exception, timeout)
### 6. Analyze Test Failures
For each failed test, analyze the failure using `references/test-patterns.json`:
**Analysis steps:**
1. **Load test patterns database:**
```typescript
Read({ file_path: "references/test-patterns.json" })
```
2. **Match failure message against patterns:**
- Assertion failures: `Expected: <X> But was: <Y>`
- Null reference failures: `Expected: not null But was: <null>`
- Timeout failures: `TimeoutException|Test exceeded time limit`
- Threading errors: `Can't be called from.*main thread`
- Object lifetime issues: `has been destroyed|MissingReferenceException`
3. **Determine failure category:**
- ValueMismatch: Incorrect assertion value
- NullValue: Unexpected null reference
- Performance: Timeout or slow execution
- TestSetup: Setup/TearDown failure
- ObjectLifetime: Destroyed object access
- Threading: Wrong thread execution
4. **Generate fix suggestions:**
- Load common solutions from test-patterns.json
- Match solutions to failure pattern
- Provide concrete code examples
**Example failure analysis:**
```markdown
**Test**: Tests.Combat.PlayerTests.TestPlayerTakeDamage
**Location**: Assets/Tests/Combat/PlayerTests.cs:42
**Result**: FAILED
**Failure Message**:
Expected: 90
But was: 100
**Analysis**:
- Category: ValueMismatch (Assertion Failure)
- Pattern: Expected/actual value mismatch
- Root Cause: Player health not decreasing after TakeDamage() call
**Possible Causes**:
1. TakeDamage() method not implemented correctly
2. Player health not initialized properly
3. Damage value passed incorrectly
**Suggested Solutions**:
1. Verify TakeDamage() implementation:
```csharp
public void TakeDamage(int damage) {
health -= damage; // Ensure this line exists
}
```
2. Check test setup:
```csharp
[SetUp]
public void SetUp() {
player = new Player();
player.Health = 100; // Ensure proper initialization
}
```
3. Verify test assertion:
```csharp
player.TakeDamage(10);
Assert.AreEqual(90, player.Health); // Expected: 90
```
```
### 7. Generate Test Report
Create a comprehensive test report for the user:
**Report structure:**
```markdown
# Unity Test Results
## Summary
- **Total Tests**: 10
- **✓ Passed**: 7 (70%)
- **✗ Failed**: 2 (20%)
- **⊘ Skipped**: 1 (10%)
- **Duration**: 12.35s
## Test Breakdown
- **EditMode Tests**: 5 passed, 1 failed
- **PlayMode Tests**: 2 passed, 1 failed
## Failed Tests
### 1. Tests.Combat.PlayerTests.TestPlayerTakeDamage
**Location**: Assets/Tests/Combat/PlayerTests.cs:42
**Failure**: Expected: 90, But was: 100
**Analysis**: Player health not decreasing after TakeDamage() call.
**Suggested Fix**: Verify TakeDamage() implementation decreases health correctly.
---
### 2. Tests.AI.EnemyTests.TestEnemyChasePlayer
**Location**: Assets/Tests/AI/EnemyTests.cs:67
**Failure**: TimeoutException - Test exceeded time limit (5s)
**Analysis**: Infinite loop or missing yield in coroutine test.
**Suggested Fix**: Add `[UnityTest]` attribute and use `yield return null` in test loop.
---
## Next Steps
1. Review failed test locations and fix implementation
2. Re-run tests after fixes by re-invoking the skill
3. Consider adding more assertions for edge cases
```
**Report delivery:**
- Present report in formatted Markdown
- Highlight critical failures
- Provide file:line references for quick navigation
- Offer to help fix specific failures if user requests
## Best Practices
When using this skill:
1. **Run EditMode tests first** - They're faster and catch basic logic errors
- Reserve PlayMode tests for Unity-specific features
- Use EditMode for pure C# logic and data structures
2. **Use test categories** - Filter tests for faster iteration
- `-testCategory "Combat"` runs only Combat tests
- Helpful during active development of specific features
3. **Monitor test duration** - Set appropriate timeouts
- EditMode: 1-3 minutes typical
- PlayMode: 5-15 minutes typical
- Adjust timeout based on test count
4. **Check Unity version compatibility** - Ensure Editor matches project version
- Mismatched versions may cause test failures
- Test results may be inconsistent across versions
5. **Parse results immediately** - Don't wait for manual review
- Automated parsing catches issues faster
- Provides actionable file:line information
6. **Analyze failure patterns** - Look for common causes
- Similar failures often indicate systemic issues
- Fix root cause instead of individual symptoms
7. **Preserve test results** - Keep XML files for debugging
- Results contain full stack traces
- Useful for comparing test runs
8. **Handle long-running tests** - Use background execution
- Monitor progress with `BashOutput` tool
- Provide status updates to user
## Resources
### scripts/find-unity-editor.js
Cross-platform Unity Editor path detection script. Automatically scans default installation directories for Windows, macOS, and Linux, detects all installed Unity versions, and returns the latest version or a specific requested version.
**Usage:**
```bash
# Find latest Unity version
node scripts/find-unity-editor.js --json
# Find specific version
node scripts/find-unity-editor.js --version 2021.3.15f1 --json
```
**Output**: JSON with Unity Editor path, version, platform, and all available versions.
### scripts/parse-test-results.js
NUnit XML results parser for Unity Test Framework output. Extracts test statistics, failure details, stack traces, and file locations from XML results.
**Usage:**
```bash
# Parse test results with JSON output
node scripts/parse-test-results.js TestResults.xml --json
# Parse with formatted console output
node scripts/parse-test-results.js TestResults.xml
```
**Output**: JSON with test summary, failure details including file paths and line numbers, and full test list.
### references/test-patterns.json
Comprehensive database of Unity testing patterns, NUnit assertions, common failure patterns, and best practices. Includes:
- NUnit assertion reference (equality, collections, exceptions, Unity-specific)
- Common failure patterns with regex matching
- Failure categories and root cause analysis
- Solution templates with code examples
- EditMode vs PlayMode guidance
- Unity-specific testing patterns (coroutines, scenes, prefabs, physics)
- Testing best practices
**Usage**: Load this file when analyzing test failures to match failure messages against patterns and generate fix suggestions.