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Unity Tdd Workflow

Community
MinhLN1234
unity-tdd-workflow

Write new Unity gameplay scripts test-first (red-green-refactor), structuring code so the core rule logic (health, timers/cooldowns, scoring, spawn timing) can be exercised in EditMode tests without a running scene. Use this whenever the user asks to implement a new gameplay feature, add a gameplay script, or says things like "viết feature mới", "implement story X", "add a system for Y" — especially when no tests exist yet for that system. Pairs well with unity-clean-architecture-review for structuring the split between logic and MonoBehaviour.

Overview

PublisherMinhLN1234
RepositoryClaude-Cowork-Game-Studio
Skill nameunity-tdd-workflow
Stars
79
Forks
31
Bundled files
Instructions only
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by MinhLN1234 on GitHub. Read the source before you install it.

Installation

Install the Unity Tdd Workflow AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/MinhLN1234/Claude-Cowork-Game-Studio/tree/master/unity-tdd-workflow
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/MinhLN1234/Claude-Cowork-Game-Studio.git /tmp/Claude-Cowork-Game-Studio
mkdir -p .claude/skills
cp -r /tmp/Claude-Cowork-Game-Studio/unity-tdd-workflow .claude/skills/unity-tdd-workflow
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Unity Tdd Workflow in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Tdd Workflow on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Tdd Workflow is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Unity TDD Workflow

Writing the test first forces a design decision up front: can this logic even be tested without a live Unity scene? If the answer is no, that's usually a sign the gameplay rule is too entangled with MonoBehaviour lifecycle methods, and untangling it now is cheaper than after the feature is "done" and three other systems depend on it.

Before writing any test

Check what acceptance criteria already exist for this feature. If the project uses a story/GDD workflow (e.g. CCGS-style stories and design docs), read the relevant story file and GDD section first. Otherwise, use whatever spec exists — a design doc, a ticket, or a written description from the user. The tests should verify the actual documented behavior (exact numbers, exact timing windows), not a guessed approximation. If no spec exists yet for this feature, that's a signal to pause and clarify the rule before encoding it into a test.

Red-Green-Refactor, adapted to Unity

  1. Red — write a failing EditMode test first. Use Unity Test Framework (UnityEngine.TestTools, NUnit attributes). Write the test against the plain-C# logic class you're about to create (or the interface it should expose), not against a MonoBehaviour directly — MonoBehaviours can't be instantiated with new and are awkward to unit test. If the feature genuinely requires scene/frame behavior (coroutines, physics, Update timing), write a PlayMode test instead, but prefer pushing as much logic as possible into a plain class first.

  2. Green — write the minimum code to pass. Don't pre-build the MonoBehaviour wrapper, the VFX hookup, or the camera integration yet — just make the rule logic correct and passing.

  3. Refactor — then wire it into the Unity-facing side. Once the logic is correct and tested, build the thin MonoBehaviour/presentation layer that calls into it. This is also the point to apply the clean-architecture checks: the MonoBehaviour should be a thin adapter, not where the rule logic lives.

  4. Repeat per behavior, not per class. Write one small test per rule or edge case (e.g. "the counter resets after the timeout window," "it does NOT reset mid-window," "health cannot go below zero") rather than one giant test trying to cover the whole class at once. Small tests make it obvious which specific rule broke later.

Where things go

Check the project for an existing test folder (commonly Assets/Tests/, or a *.Tests assembly definition) and existing test file naming before creating a new one — match the existing convention rather than inventing a new structure. Put the plain-C# logic classes wherever this project already keeps engine-independent domain code (detect the convention from the codebase — it may be a Core/, Domain/, Gameplay/, or a named framework folder). If no test infrastructure exists yet in this Unity project, flag that explicitly rather than silently skipping tests.

Output expectations

When you implement a feature under this skill, the deliverable is the test file(s) and the implementation together — not implementation with tests added as an afterthought. If the user only asks for the test or only for the implementation, do that, but mention what's missing on the other side.

When NOT to force this

Pure visual/feel work (VFX timing tuned by eye, camera easing that's judged by playtesting rather than a number) doesn't benefit from unit tests — don't manufacture assertions for things that are properly judged by playing the game. Use this skill for the rule logic underneath, not for things design intentionally leaves to feel/iteration.

Frequently asked questions

What does the Unity Tdd Workflow AI skill do?

Write new Unity gameplay scripts test-first (red-green-refactor), structuring code so the core rule logic (health, timers/cooldowns, scoring, spawn timing) can be exercised in EditMode tests without a running scene. Use this whenever the user asks to implement a new gameplay feature, add a gameplay script, or says things like "viết feature mới", "implement story X", "add a system for Y" — especially when no tests exist yet for that system. Pairs well with unity-clean-architecture-review for structuring the split between logic and MonoBehaviour.

Why use Unity Tdd Workflow on TypingMind?

Because you install it once and use it with any model. Unity Tdd Workflow is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Tdd Workflow in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/MinhLN1234/Claude-Cowork-Game-Studio/tree/master/unity-tdd-workflow. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Tdd Workflow?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Tdd Workflow?

As many as you like. As long as a model supports skills, you can use Unity Tdd Workflow with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Tdd Workflow AI skill free?

It is published on GitHub by MinhLN1234. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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