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Test Setup

  • 204 installs
  • 23.6k repo stars
  • Updated May 21, 2026
  • donchitos/claude-code-game-studios

For development and infrastructure management.

About

test-setup is an AI coding tool that enhances development workflows. Builders use it for infrastructure, integration, and platform development within the catalog ecosystem.

  • test-setup
  • Development

Test Setup by the numbers

  • 204 all-time installs (skills.sh)
  • Ranked #1,915 of 4,347 Backend & APIs skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
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Installs204
repo stars23.6k
Last updatedMay 21, 2026
Repositorydonchitos/claude-code-game-studios

What it does

For development and infrastructure management.

Files

SKILL.mdMarkdownGitHub ↗

Test Setup

This skill scaffolds the automated testing infrastructure for the project. It detects the configured engine, generates the appropriate test runner configuration, creates the standard directory layout, and wires up CI/CD so tests run on every push.

Run this once during the Technical Setup phase, before any implementation begins. A test framework installed at sprint start costs 30 minutes. A test framework installed at sprint four costs 3 sprints.

Output: tests/ directory structure + .github/workflows/tests.yml

---

Phase 1: Detect Engine and Existing State

1. Read engine config:

  • Read .claude/docs/technical-preferences.md and extract the Engine: value.
  • If engine is not configured ([TO BE CONFIGURED]), stop:

"Engine not configured. Run /setup-engine first, then re-run /test-setup."

2. Check for existing test infrastructure:

  • Glob tests/ — does the directory exist?
  • Glob tests/unit/ and tests/integration/ — do subdirectories exist?
  • Glob .github/workflows/ — does a CI workflow file exist?
  • Glob tests/gdunit4_runner.gd (Godot) or tests/EditMode/ (Unity) or

Source/Tests/ (Unreal) for engine-specific artifacts.

3. Report findings:

  • "Engine: [engine]. Test directory: [found / not found]. CI workflow: [found / not found]."
  • If everything already exists AND force argument was not passed:

"Test infrastructure appears to be in place. Re-run with /test-setup force to regenerate. Proceeding will not overwrite existing test files."

If the force argument is passed, skip the "already exists" early-exit and proceed — but still do not overwrite files that already exist at a given path. Only create files that are missing.

---

Phase 2: Present Plan

Based on the engine detected and the existing state, present a plan:

## Test Setup Plan — [Engine]

I will create the following (skipping any that already exist):

tests/
  unit/           — Isolated unit tests for formulas, state, and logic
  integration/    — Cross-system tests and save/load round-trips
  smoke/          — Critical path test list (15-minute manual gate)
  evidence/       — Screenshot and manual test sign-off records
  README.md       — Test framework documentation

[Engine-specific files — see per-engine details below]

.github/workflows/tests.yml  — CI: run tests on every push to main

Estimated time: ~5 minutes to create all files.

Ask: "May I create these files? I will not overwrite any test files that already exist at these paths."

Do not proceed without approval.

---

Phase 3: Create Directory Structure

After approval, create the following files:

tests/README.md

# Test Infrastructure

**Engine**: [engine name + version]
**Test Framework**: [GdUnit4 | Unity Test Framework | UE Automation]
**CI**: `.github/workflows/tests.yml`
**Setup date**: [date]

## Directory Layout

tests/ unit/ # Isolated unit tests (formulas, state machines, logic) integration/ # Cross-system and save/load tests smoke/ # Critical path test list for /smoke-check gate evidence/ # Screenshot logs and manual test sign-off records


## Running Tests

[Engine-specific command — see below]

## Test Naming

- **Files**: `[system]_[feature]_test.[ext]`
- **Functions**: `test_[scenario]_[expected]`
- **Example**: `combat_damage_test.gd` → `test_base_attack_returns_expected_damage()`

## Story Type → Test Evidence

| Story Type | Required Evidence | Location |
|---|---|---|
| Logic | Automated unit test — must pass | `tests/unit/[system]/` |
| Integration | Integration test OR playtest doc | `tests/integration/[system]/` |
| Visual/Feel | Screenshot + lead sign-off | `tests/evidence/` |
| UI | Manual walkthrough OR interaction test | `tests/evidence/` |
| Config/Data | Smoke check pass | `production/qa/smoke-*.md` |

## CI

Tests run automatically on every push to `main` and on every pull request.
A failed test suite blocks merging.

### Engine-specific files

#### Godot 4 (`Engine: Godot`)

Create `tests/gdunit4_runner.gd`:

GdUnit4 test runner — invoked by CI and /smoke-check

Usage: godot --headless --script tests/gdunit4_runner.gd

extends SceneTree

func _init() -> void: var runner := load("res://addons/gdunit4/GdUnitRunner.gd") if runner == null: push_error("GdUnit4 not found. Install via AssetLib or addons/.") quit(1) return var instance = runner.new() instance.run_tests() quit(0)


Create `tests/unit/.gdignore_placeholder` with content:
`# Unit tests go here — one subdirectory per system (e.g., tests/unit/combat/)`

Create `tests/integration/.gdignore_placeholder` with content:
`# Integration tests go here — one subdirectory per system`

Note in the README: **Installing GdUnit4**

1. Open Godot → AssetLib → search "GdUnit4" → Download & Install 2. Enable the plugin: Project → Project Settings → Plugins → GdUnit4 ✓ 3. Restart the editor 4. Verify: res://addons/gdunit4/ exists


#### Unity (`Engine: Unity`)

Create `tests/EditMode/` placeholder file `tests/EditMode/README.md`:

Edit Mode Tests

Unit tests that run without entering Play Mode. Use for pure logic: formulas, state machines, data validation. Assembly definition required: tests/EditMode/EditModeTests.asmdef


Create `tests/PlayMode/README.md`:

Play Mode Tests

Integration tests that run in a real game scene. Use for cross-system interactions, physics, and coroutines. Assembly definition required: tests/PlayMode/PlayModeTests.asmdef


Note in the README: **Enabling Unity Test Framework**

Window → General → Test Runner (Unity Test Framework is included by default in Unity 2019+)


#### Unreal Engine (`Engine: Unreal` or `Engine: UE5`)

Create `Source/Tests/README.md`:

Unreal Automation Tests

Tests use the UE Automation Testing Framework. Run via: Session Frontend → Automation → select "MyGame." tests Or headlessly: UnrealEditor -nullrhi -ExecCmds="Automation RunTests MyGame.; Quit"

Test class naming: F[SystemName]Test Test category naming: "MyGame.[System].[Feature]"


---

## Phase 4: Create CI/CD Workflow

### Godot 4

Create `.github/workflows/tests.yml`:

name: Automated Tests

on: push: branches: [main] pull_request: branches: [main]

jobs: test: name: Run GdUnit4 Tests runs-on: ubuntu-latest

steps:

  • name: Checkout

uses: actions/checkout@v4 with: lfs: true

  • name: Run GdUnit4 Tests

uses: MikeSchulze/gdUnit4-action@v1 with: godot-version: '[VERSION FROM docs/engine-reference/godot/VERSION.md]' paths: | tests/unit tests/integration report-name: test-results

  • name: Upload Test Results

if: always() uses: actions/upload-artifact@v4 with: name: test-results path: reports/


### Unity

Create `.github/workflows/tests.yml`:

name: Automated Tests

on: push: branches: [main] pull_request: branches: [main]

jobs: test: name: Run Unity Tests runs-on: ubuntu-latest

steps:

  • name: Checkout

uses: actions/checkout@v4 with: lfs: true

  • name: Run Edit Mode Tests

uses: game-ci/unity-test-runner@v4 env: UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }} with: testMode: editmode artifactsPath: test-results/editmode

  • name: Run Play Mode Tests

uses: game-ci/unity-test-runner@v4 env: UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }} with: testMode: playmode artifactsPath: test-results/playmode

  • name: Upload Test Results

if: always() uses: actions/upload-artifact@v4 with: name: test-results path: test-results/


Note: Unity CI requires a `UNITY_LICENSE` secret. Add to GitHub repository
secrets before the first CI run.

### Unreal Engine

Create `.github/workflows/tests.yml`:

name: Automated Tests

on: push: branches: [main] pull_request: branches: [main]

jobs: test: name: Run UE Automation Tests runs-on: self-hosted # UE requires a local runner with the editor installed

steps:

  • name: Checkout

uses: actions/checkout@v4 with: lfs: true

  • name: Run Automation Tests

run: | "$UE_EDITOR_PATH" "${{ github.workspace }}/[ProjectName].uproject" \ -nullrhi -nosound \ -ExecCmds="Automation RunTests MyGame.; Quit" \ -log -unattended shell: bash

  • name: Upload Logs

if: always() uses: actions/upload-artifact@v4 with: name: test-logs path: Saved/Logs/


Note: UE CI requires a self-hosted runner with Unreal Editor installed.
Set the `UE_EDITOR_PATH` environment variable on the runner.

---

## Phase 5: Create Smoke Test Seed

Create `tests/smoke/critical-paths.md`:

Smoke Test: Critical Paths

Purpose: Run these 10-15 checks in under 15 minutes before any QA hand-off. Run via: /smoke-check (which reads this file) Update: Add new entries when new core systems are implemented.

Core Stability (always run)

1. Game launches to main menu without crash 2. New game / session can be started from the main menu 3. Main menu responds to all inputs without freezing

Core Mechanic (update per sprint)

<!-- Add the primary mechanic for each sprint here as it is implemented --> <!-- Example: "Player can move, jump, and the camera follows correctly" --> 4. [Primary mechanic — update when first core system is implemented]

Data Integrity

5. Save game completes without error (once save system is implemented) 6. Load game restores correct state (once load system is implemented)

Performance

7. No visible frame rate drops on target hardware (60fps target) 8. No memory growth over 5 minutes of play (once core loop is implemented)


---

## Phase 6: Post-Setup Summary

After writing all files, report:

Test infrastructure created for [engine].

Files created:

  • tests/README.md
  • tests/unit/ (directory)
  • tests/integration/ (directory)
  • tests/smoke/critical-paths.md
  • tests/evidence/ (directory)

[engine-specific files]

  • .github/workflows/tests.yml

Next steps: 1. [Engine-specific install step, e.g., "Install GdUnit4 via AssetLib"] 2. Write your first test: create tests/unit/[first-system]/[system]_test.[ext] 3. Run /qa-plan sprint before your first sprint to classify stories and set test evidence requirements 4. /smoke-check before every QA hand-off

Gate note: /gate-check Technical Setup → Pre-Production now requires:

  • tests/ directory with unit/ and integration/ subdirectories
  • .github/workflows/tests.yml
  • At least one example test file

Run /test-setup and write one example test before advancing.

Verdict: COMPLETE — test framework scaffolded and CI/CD wired up.


---

## Collaborative Protocol

- **Never overwrite existing test files** — only create files that are missing.
  If a test runner file exists, leave it as-is.
- **Always ask before creating files** — Phase 2 requires explicit approval.
- **Engine detection is non-negotiable** — if the engine is not configured,
  stop and redirect to `/setup-engine`. Do not guess.
- **`force` flag skips the "already exists" early-exit but never overwrites.**
  It means "create any missing files even if the directory already exists."
- For Unity CI, note that the `UNITY_LICENSE` secret must be configured
  manually. Do not attempt to automate license management.

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