unity-testability

Decouple Unity business logic from MonoBehaviours for pure C# unit tests.

1|Updated May 21, 2026
One-click install
npx skills add https://github.com/YiDuandtdt/Bone-Throne --skill unity-testability-yiduandtdt
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-testability
Source: https://github.com/YiDuandtdt/Bone-Throne/tree/main/.agents/skills/unity-skills/skills/testability
Command: npx skills add https://github.com/YiDuandtdt/Bone-Throne --skill unity-testability-yiduandtdt

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity projects often entangle business logic with Unity-specific MonoBehaviour scripts, making unit testing hard and slow.

Core Features & Use Cases

  • Isolate core logic from MonoBehaviours to enable pure C# unit tests.
  • Plan and scaffold EditMode vs PlayMode tests to cover critical flows.
  • Provide clear seams for mocking and dependency injection in Unity-friendly code.

Quick Start

Refactor a Unity component's non-UI logic into a plain C# class and wrap it with a thin MonoBehaviour adapter to enable unit tests.

Frequently Asked Questions about unity-testability

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

FAQPage Schema
How do I unit test Unity MonoBehaviour scripts that have tightly coupled business logic?▼

You isolate Unity business logic by decoupling it from MonoBehaviours into plain C# classes, then wrap them with thin MonoBehaviour adapters to enable pure C# unit tests.

What is the difference between EditMode and PlayMode tests when planning Unity unit testing?▼

EditMode tests run without the Unity engine loop for fast pure logic verification, while PlayMode tests execute during runtime to cover critical MonoBehaviour flows and interactions.

How do I set up mocking and dependency injection for Unity C# unit tests?▼

You set up mocking by specifying clear seams and interfaces in your plain C# classes, allowing dependency injection and mock-setup to satisfy unit-test requirements in Unity projects.

Can I refactor a Unity component into a testable plain C# class without breaking the GameObject?▼

Yes, you refactor the component's non-UI logic into a plain C# class and wrap it with a thin MonoBehaviour adapter on the GameObject, preserving Unity functionality while enabling unit tests.

What are the limitations of isolating logic from MonoBehaviours for Unity testability?▼

This approach requires incremental refactoring to define seams and interfaces, and thin MonoBehaviour adapters still need PlayMode tests to verify Unity-specific lifecycle hooks and UI interactions.