unity-testability

Guide logic separation between Unity MonoBehaviours and plain C# components.

1|Updated Jan 25, 2026
One-click install
npx skills add https://github.com/mufengbufeng/EF --skill unity-testability
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-testability
Source: https://github.com/mufengbufeng/EF/tree/main/UnityProject/.claude/skills/unity-skills/skills/testability
Command: npx skills add https://github.com/mufengbufeng/EF --skill unity-testability

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity testability advisor helps developers decide what logic should stay in Unity-facing classes and what should move into pure C# code.

Core Features & Use Cases

  • Guidelines to separate MonoBehaviour responsibilities from pure C# components.
  • Strategies for planning EditMode and PlayMode tests in Unity projects.
  • Suggestions for introducing test doubles, interfaces, and dependency injection to improve testability.

Quick Start

Identify a Unity component and refactor its logic into a plain C# class to enable unit testing.

Frequently Asked Questions about unity-testability

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I separate MonoBehaviour logic from pure C# for Unity unit testing?▼

To separate MonoBehaviour logic for unit testing, move game logic into plain C# classes, leaving Unity-facing classes to handle component lifecycle. This creates testable boundaries, enabling direct unit testing of logic without MonoBehaviour dependencies.

What is the difference between EditMode and PlayMode tests in Unity?▼

EditMode tests run without the Unity engine lifecycle, ideal for testing pure C# logic quickly. PlayMode tests run inside the engine, suitable for integration testing. Separating logic into plain C# components maximizes EditMode coverage.

When should I introduce interfaces and mocking in Unity testing?▼

Introduce interfaces and mocking when external dependencies or Unity API calls prevent direct unit testing. Defining testable boundaries with interfaces allows test doubles to isolate plain C# logic during EditMode and PlayMode tests.

Can I use dependency injection to improve Unity testability?▼

Yes, dependency injection improves Unity testability by injecting plain C# dependencies into MonoBehaviour. This architecture planning strategy allows swapping real implementations with mocks for isolated unit testing.

What's the best way to plan test strategy for Unity architecture refactoring?▼

The best way to plan Unity refactoring test strategy is enforcing a decision framework for where logic lives. Move responsibilities to plain C# components and use EditMode tests for logic, reserving PlayMode tests for integration.