Agent skill

Unity Playmode Testing

by akiojin in akiojin/unity-cli

Drive Unity runtime verification with unity-cli. An agent skill from akiojin/unity-cli.

MITAuto-check passedGame Development

Install Unity Playmode Testing

skills CLI
$ npx skills add akiojin/unity-cli --skill unity-playmode-testing -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install akiojin/unity-cli unity-playmode-testing --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing .claude/skills/unity-playmode-testing && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unity-playmode-testing
GitHub stars
107
Token cost
~2k tokens
SKILL.md length
713 words
Files
3 (incl. references)
Skills in repo
28
Repo updated
First seen
Licence
MIT

At a glance

Drive Unity runtime verification with unity-cli. An agent skill from akiojin/unity-cli.

  • Works in 5 steps: Confirm editor state with… → Enter Play Mode or start tests, then… → Capture screenshots or short video only… → …
  • The user asks to run PlayMode tests with Domain Reload
  • SKILL.md covers Use When, Do Not Use When, Preferred Flow and Examples, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Playmode Testing is an agent skill from akiojin/unity-cli. Drive Unity runtime verification with unity-cli. Use when the user asks to run PlayMode tests with Domain Reload, simulate keyboard, mouse, gamepad or touch input, inspect InputAction notifications in Play, record video or PNG frames, or preview method hot reload. Do not use for authoring input action assets; use unity-input-system instead. For URP and Bloom setup with before/after captures use unity-urp-setup.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/playmode-test-loop.md` and `references/runtime-checklist.md`).

It sits in Game Development. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.

When your agent uses it

  • The user asks to run PlayMode tests with Domain Reload
  • Simulate keyboard
  • Inspect InputAction notifications in Play
  • Preview method hot reload

Example prompts

  • “/unity-playmode-testing”

Requirements

  • Pre-approved tools (allowed-tools): Bash(unity-cli:*), Read, Grep, Glob

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Confirm editor state with get_editor_state before entering Play Mode or running tests.
  2. Enter Play Mode or start tests, then wait until the runtime is ready before sending input.
  3. Capture screenshots or short video only after the target state is visible.
  4. Stop Play Mode or recording cleanly and report the final status.
  5. If capture_screenshot returns "fallback": "os", the Editor did not respond (often a modal dialog). Inspect the desktop image, resolve the…

What it can do on your machine

Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Bash(unity-cli:*)
    • Read
    • Grep
    • Glob

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity Playmode Testing loads about 2k tokens when it runs, and up to ~2.4k if it reads all its reference files. Until then it costs about 110 tokens; SKILL.md has 713 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~110
When it runs · the whole SKILL.md, loaded when a task matches
~2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 713 words, ~1,988 tokens.

Download SKILL.mdSave it as .claude/skills/unity-playmode-testing/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
unity-playmode-testing
description
Drive Unity runtime verification with unity-cli. Use when the user asks to run PlayMode tests with Domain Reload, simulate keyboard, mouse, gamepad or touch input, inspect InputAction notifications in Play, record video or PNG frames, or preview method hot reload. Do not use for authoring input action assets; use `unity-input-system` instead. For URP and Bloom setup with before/after captures use `unity-urp-setup`.
allowed-tools
Bash(unity-cli:*), Read, Grep, Glob
metadata.author
akiojin
metadata.version
0.3.3
metadata.category
testing
metadata.triggers
playmode, editmode, test, simulate, screenshot, capture
metadata.siblings
unity-audio-setup, unity-localization, unity-2d-sprite-tilemap, unity-urp-setup, unity-ui-toolkit-build, unity-project-bootstrap, unity-input-system…

Play Mode Testing

With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.

Control Play Mode, run EditMode/PlayMode tests, simulate input devices, and capture media. This skill is the runtime sibling of unity-input-system (asset authoring) and unity-ui-automation (UI interaction).

Use When

  • The user wants to run EditMode or PlayMode tests.
  • The task requires runtime input simulation.
  • The user wants screenshots or video from the current game or editor state.
  • The user wants to inspect current test progress or runtime state.

Do Not Use When

  • Configure AudioClip import, AudioMixer routing and AudioSource playback as one verified workflow: use unity-audio-setup.

  • Configure Locale/String Table assets and verify localized UI text: unity-localization.

  • Build and verify a complete sprite / Tilemap / Pixel Perfect workflow: unity-2d-sprite-tilemap.

  • Build a complete UXML/USS UI Toolkit screen and verify its interactions: use unity-ui-toolkit-build.

  • The request starts by creating a new project and installing its bridge; use unity-project-bootstrap to orchestrate the complete workflow.

  • The task is editing input action assets; use unity-input-system.

  • The task targets only UI element interaction without runtime gameplay; use unity-ui-automation.

  • The work is purely static scene or code inspection; use the corresponding read-only skill.

Preferred Flow

  1. Confirm editor state with get_editor_state before entering Play Mode or running tests.
  2. Enter Play Mode or start tests, then wait until the runtime is ready before sending input.
  3. Capture screenshots or short video only after the target state is visible.
  4. Stop Play Mode or recording cleanly and report the final status.
  5. If capture_screenshot returns "fallback": "os", the Editor did not respond (often a modal dialog). Inspect the desktop image, resolve the dialog, then retry. Pass "osFallback": false to get the timeout error instead.
bash
unity-cli raw play_game --json '{}'
unity-cli raw input_keyboard --json '{"key":"space","action":"press"}'
unity-cli raw capture_screenshot --json '{"captureMode":"game","width":1280,"height":720}'
unity-cli raw run_tests --json '{"testMode":"PlayMode"}'
unity-cli raw get_test_status --json '{}'
unity-cli raw stop_game --json '{}'

Examples

Input simulation and InputAction notifications

Requires Input System enabled and a running Play session. Replace the asset path with an existing input asset. Enable the intended action map in the game's runtime code and observe its performed/canceled callback (for example, log a counter). get_input_actions_state inspects asset maps/actions/bindings; it does not prove that callbacks fired, and a PlayerInput runtime copy can differ from the asset.

bash
unity-cli raw input_keyboard --json '{"key":"space","action":"press","holdSeconds":0.2}'
unity-cli raw input_gamepad --json '{"action":"button","button":"a","buttonAction":"press","holdSeconds":0.2}'
unity-cli raw input_mouse --json '{"action":"move","x":100,"y":200,"absolute":true}'
unity-cli raw input_touch --json '{"action":"tap","x":100,"y":200,"touchId":0}'
unity-cli raw create_input_sequence --json '{"sequence":[{"type":"keyboard","params":{"action":"press","key":"space","holdSeconds":0.1}},{"type":"mouse","params":{"action":"move","x":100,"y":200,"absolute":true}}],"delayBetween":80}'
unity-cli raw get_input_actions_state --json '{"assetPath":"Assets/Input/Player.inputactions","includeBindings":true}'
unity-cli raw read_console --json '{"count":20}'

Check the callback evidence after sending input. holdSeconds holds a press across frames before release; sequence delayBetween is milliseconds. Device state alone is not evidence of a gameplay notification. For gamepad sticks, x/y specify individual processed axes; a diagonally processed Vector2 can differ.

Show full SKILL.md (302 more words)Show less
Video and PNG sequences

Requires a graphics-enabled Editor with Recorder installed and a visible Game View. Start one session, allow frames to render, inspect status, then stop before starting another. format accepts mp4, webm, or png_sequence (run the same flow for each).

bash
unity-cli raw capture_video_start --json '{"captureMode":"game","format":"png_sequence","width":320,"height":180,"fps":10,"maxDurationSec":0}'
unity-cli raw capture_video_status --json '{}'
unity-cli raw capture_video_stop --json '{}'

Check isRecording and the final outputPath. For PNG sequences it names the first frame in a unique session directory; verify subsequent PNG files exist too.

Tests with Domain Reload enabled

Domain Reload may remain enabled in Enter Play Mode Settings. Start tests from Edit Mode; the bridge persists and recovers the result across the reload. Poll status until complete, including results, and inspect passed/failed counts. A temporary disconnect during reload is not a failed test; reconnect and query status instead of submitting a duplicate test run.

bash
unity-cli raw run_tests --json '{"testMode":"PlayMode"}'
unity-cli raw get_test_status --json '{"includeTestResults":true}'
Method hot reload preview

Requires optional FastScriptReload 1.8.0, a supported macOS Editor, a compiled baseline and Play Mode. Replace the path with an existing eligible script. Disable Fast Script Reload's automatic and on-demand reload in its settings first; the bridge rejects concurrent patchers rather than changing those preferences. Inspect supported before beginning; do not report an unsupported preview as a pass.

bash
unity-cli raw hot_reload_status --json '{}'
unity-cli raw hot_reload --json '{"action":"begin","path":"Assets/HotReloadProbe.cs"}'
unity-cli raw hot_reload --json '{"action":"recover"}'

begin returns appliedRevision; to apply complete candidate source and verify the actual method change, follow the Hot Reload Preview Loop. recover stops Play and recompiles; poll hot_reload_status until idle. Preview does not save source. Persist a verified edit through unity-csharp-edit afterwards. If begin returns HOT_RELOAD_BASELINE_UNPROVEN, run recover, wait for idle, then re-enter Play Mode and begin again against the freshly compiled baseline.

  • "Run PlayMode tests for the player flow and report the result."
  • "Enter Play Mode, press space, and capture a screenshot."
  • "Record a 5 second gameplay clip and stop automatically."

References

© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-playmode-testing of akiojin/unity-cli.

  • SKILL.md
  • references/playmode-test-loop.md
  • references/runtime-checklist.md

Open the folder on GitHubat commit 7f45d7a

Compare with similar skills

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Questions about Unity Playmode Testing

What does Unity Playmode Testing do?

Drive Unity runtime verification with unity-cli. An agent skill from akiojin/unity-cli. Unity Playmode Testing is an agent skill from akiojin/unity-cli. Drive Unity runtime verification with unity-cli.

When should I use Unity Playmode Testing?

Unity Playmode Testing fits situations like: the user asks to run PlayMode tests with Domain Reload; simulate keyboard; inspect InputAction notifications in Play; preview method hot reload.

How do I install Unity Playmode Testing in Claude Code?

Run `npx skills add akiojin/unity-cli --skill unity-playmode-testing -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing in akiojin/unity-cli) into .claude/skills/unity-playmode-testing in your project. Claude Code loads it when a task matches its description.

How do I install Unity Playmode Testing in Codex?

Run `npx skills add akiojin/unity-cli --skill unity-playmode-testing -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing in akiojin/unity-cli) into .agents/skills/unity-playmode-testing in your project. Codex loads it when a task matches its description.

Can I use Unity Playmode Testing in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add akiojin/unity-cli --skill unity-playmode-testing -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-playmode-testing, .gemini/skills/unity-playmode-testing, .github/skills/unity-playmode-testing and .opencode/skills/unity-playmode-testing in your project.

What does Unity Playmode Testing need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Playmode Testing is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.

Does Unity Playmode Testing access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unity Playmode Testing safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unity Playmode Testing use?

Unity Playmode Testing is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity Playmode Testing use?

About 2k tokens (SKILL.md is roughly 8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 414 tokens, read only when the agent opens those files.

What are the alternatives to Unity Playmode Testing?

Skills that share tags, products or a category with Unity Playmode Testing: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Playmode Testing?

akiojin (a GitHub user) maintains it in akiojin/unity-cli, which has 107 GitHub stars. The repository holds 28 skills in this directory. The repository was last updated on October 5, 2026.

Source: akiojin/unity-cli on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.