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Testability

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Advise on Unity testability

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  • Added September 4, 2026
testinggoc#railsdocumentation

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A100/100

Scanned September 4, 2026

npx -y skills add gabrielmoreira/agent-skills-mirror --skill testability --agent claude-code

Installs into .claude/skills of the current project.

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SKILL.md
---
name: unity-testability
description: Advise on Unity testability
---

> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

## Triggers
- Improving testability
- Extracting logic for unit tests
- Planning a test strategy
- 提升可测试性、为单元测试抽取逻辑、规划测试策略

# 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**: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

- 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.

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