test-writing-guide · git:20260726.b460c84 · 2026-07-26 · sha256 1bb79b044f34e8fa

test-writing-guide git:20260726.b460c84A

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---
name: test-writing-guide
description: >-
  Provides guidelines for writing test code for Unity projects.
  Make sure to use this skill whenever writing, creating, editing, or modifying test code files (files under Tests/).
  This includes implementing new tests, fixing test failures, adding test cases, or any task that results in test code changes.
  Even for small edits or one-line fixes, load this skill to ensure test conventions are followed.
user-invocable: false
license: Unlicense
metadata:
  author: Koji Hasegawa
---

Guide for writing test code for Unity projects.

## Rules

- Before modifying any test file, check if the editor is in Play Mode. If it is, stop it using the `unity_play_control` tool first.
- Never create `.meta` files. Unity editor creates them automatically.
- When a test creates a `GameObject` or instantiates a prefab, add `[CreateScene]` to the test method (not required if `[LoadScene]` is already present).
- When adding a test seam to production code (e.g., an `internal` accessor or a virtual override point to support injection), always wrap it with `#if UNITY_INCLUDE_TESTS` … `#endif` so it is excluded from non-test builds:
    ```csharp
    #if UNITY_INCLUDE_TESTS
    internal void SetStateForTest(State state) => _state = state;
    #endif
    ```

### Categories

- When implementing tests designed as integration tests, add `[Category("Integration")]` to the test method.
- When implementing tests designed as visual verification tests, add `[Category("VisualVerification")]` to the test method.
- When implementing tests designed as acceptance tests (marked `(acceptance test)` in the test case design), add `[Category("Acceptance")]` to the test method.
- For test methods that test the `internal` visibility method, add `[Category("Internal")]`.
- For test methods that depend on animation timing or other timing-sensitive conditions that may cause instability on slow CPUs, add `[Category("IgnoreCI")]`.
- For test methods that specify the `GameViewResolution` attribute, add `[Category("IgnoreCI")]`.

### Multi-frame tests

When a game mechanic across frames (e.g., playing a card and waiting for its resolution), wait for the step to finish before asserting — not at a fixed frame count.

```csharp
await DragCard(Cards[1], Enemies[0]);
while (battleDirector.IsPlaying) // wait until the played action fully resolves
    await Awaitable.NextFrameAsync();
Assert.That(battleState.Enemies[0].Hp, Is.LessThan(hpBefore));
```

- To confirm step completion, use a production-side state machine or a "busy" signal (`IsPlaying`, coroutine flag, etc.). Do not use a fixed number of frames or `WaitForSeconds`.
- When UniTask is available, `UniTask.WaitUntil` and `UniTask.WaitUntilValueChanged` are alternatives to the `while` loop:
  ```csharp
  await UniTask.WaitUntil(() => isActive == false);
  await UniTask.WaitUntilValueChanged(this, x => x.isActive);
  ```
- When an operation triggers a deferred `Destroy` or UI rebuild, advance one extra `await Awaitable.NextFrameAsync()` before asserting on the new hierarchy.

### UI Tests

#### Layout assertion tests: verify UI layout with deterministic assertions

When a layout requirement is expressible as a deterministic assertion (*the element is within the screen, elements do not overlap, text does not overflow its container*), write it as a **layout assertion test** (an integration test), not a visual verification test. Displayed content (card data, text length, item count) is a test *input*: the pass criterion never varies with it. Leave to visual verification what does not suit a strict assertion: color, positional relationships like "A is to the right of B", and typography (font size, font style, font family) are design intent likely to change, and legibility (text/background contrast) is impractical to assert.
Reasons:

- **Deterministic pass/fail**: boolean assertions run unattended in CI without a human reading screenshots.
- **Pins the specific bug**: an overlap assertion names the two elements; a screenshot cannot.
- **Do NOT add a visual verification test for the same property** — verify each layout property in exactly one layer.

Choose the implementation means by what the condition is about:

- **Rect comparison** — overlap between elements, containment in a parent, within-screen bounds
- **Text component properties** — text overflow/truncation via `preferredWidth` / `preferredHeight` / `cachedTextGenerator.characterCountVisible`; a BestFit readability floor via `cachedTextGenerator.fontSizeUsedForBestFit` — the only font-size assertion permitted at this layer, since its criterion is a readability floor, not an authored design value
- **Raycast reachability** — `GameObjectFinder` with `reachable: true` (optionally with a paginator) proves the element is on screen and not covered by another element; use it when the condition is "the user can actually reach this element"
- **Coarse position region (only when the user explicitly instructs)** — by default, on-screen position belongs to visual verification tests. When instructed, pin the resolution with `[GameViewResolution]` and assert a screen-region predicate such as "in the bottom-right region" against screen-relative thresholds (e.g., `screenRect.yMin < Screen.height * 0.10f && screenRect.xMax > Screen.width * 0.5f`); a single resolution gives no confidence that the layout holds across screens, so write one test method per expected resolution (at least the largest and smallest supported resolutions and the widest and narrowest supported aspect ratios)

Before asserting, settle layout with `Canvas.ForceUpdateCanvases()` then `await Awaitable.NextFrameAsync()`.

See `unity-test-framework.md` → **UI Layout Testing** for rect helper recipes (within-screen, overlap, container overflow, text overflow).

#### Use GameObjectFinder instead of GameObject.Find

When finding a GameObject that the user interacts with, always use `TestHelper.UI.GameObjectFinder` instead of `UnityEngine.GameObject.Find`, `Object.FindFirstObjectByType`, `Object.FindAnyObjectByType`, and `Object.FindObjectOfType`.
Reasons:

- **Timing safety**: polls until the object appears, so tests pass even when GameObjects are instantiated asynchronously or on the next frame
- **Reachability and interactability**: verifies the object is actually reachable by the user and (optionally) interactable — matching real user experience
- **Blocking check**: `reachable: true` (default) naturally catches elements hidden behind a modal or overlay — which is often the bug being caught
- **Actionable failures**: throws `TimeoutException` with a clear message; `GameObject.Find` silently returns `null` and causes a confusing `NullReferenceException` later

#### Use Operators instead of direct event invocation

When reproducing user actions, always use uGUI operators (e.g., `UguiClickOperator`, `UguiTextInputOperator` in `TestHelper.UI.Operators` namespace) instead of directly calling button events or setting field values.
Reasons:

- **Correct event simulation**: operators go through Unity's `EventSystem` and input pipeline, exercising the same code path as a real user interaction
- **Reachability-gated**: test fails if a UI element is disabled or hidden
- **Simpler test code**: no need to look up components or call internal methods; just find the GameObject and operate it

```csharp
// NG — bypasses Unity's event pipeline
button.GetComponent<Button>().onClick.Invoke();
inputField.GetComponent<InputField>().text = "12345";
scene.OnConfirmClicked();

// OK — goes through the proper UI event path
await new UguiClickOperator().OperateAsync(button);
await new UguiTextInputOperator().OperateAsync(inputField, "12345");
```

#### Verify modal/overlay blocking

A modal or overlay must block interaction with elements behind it. Test from two angles:

- **Behavioural (preferred)**: attempt to reach a background element via `GameObjectFinder` with `reachable: true` (default) while the overlay is open — the finder throws `TimeoutException`, confirming blockage. Repeat with the overlay dismissed to confirm reachability restores.
- **Structural**: assert the backdrop intercepts raycasts: `Assert.That(background.GetComponent<Image>().raycastTarget, Is.True)` (or `canvasGroup.blocksRaycasts`).

When a decorative full-screen element should not block (e.g., a background image), annotate it with `NonBlockingAnnotation` so `GameObjectFinder` skips it (see `test-helper-ui.md`).

### Visual verification tests

When implementing a visual verification test (a test designed to verify on-screen rendering via screenshot and image analysis):

1. Take a screenshot using `[TakeScreenshot]` or `ScreenshotHelper.TakeScreenshotAsync()` (see `test-helper.md`).
2. Add `[Description("After running this test, verify the screenshots from the following perspectives: <verification aspects>")]` to the test method. The verification aspects are taken directly from the **Image analysis by saved screenshot** column in the test case design. List only aspects suited to visual verification (legibility, contrast, positional relationships, typography, visual state representation, rendering quality) — do NOT list mechanically assertable facts such as a panel's `activeSelf` or exact text content; assert those in integration tests instead.
3. Add `[Category("VisualVerification")]` to the test method.
4. You can omit writing `Assert` statements.

## Resources

Read the appropriate resource file based on the situation:

- Before writing or modifying any test code file: Read `${CLAUDE_SKILL_DIR}/resources/unity-test-framework.md`
- Before writing or modifying any test code file: Read `${CLAUDE_SKILL_DIR}/resources/test-helper.md`
- Before writing or modifying UI tests with `TestHelper.UI` namespace API (e.g., `GameObjectFinder`, `Monkey`): Read `${CLAUDE_SKILL_DIR}/resources/test-helper-ui.md`