test-setup▌
Donchitos/Claude-Code-Game-Studios · updated Apr 16, 2026
MDX-style export adds YAML metadata + attribution linking explainx.ai and this canonical listing URL.
### Test Setup
- ›description: "Scaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. R
- ›argument-hint: "[force]"
- ›allowed-tools: Read, Glob, Grep, Bash, Write
| name | test-setup |
| description | "Scaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. Run once during Technical Setup phase before the first sprint begins." |
| argument-hint | "[force]" |
| user-invocable | true |
| allowed-tools | Read, Glob, Grep, Bash, Write |
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
-
Read engine config:
- Read
.claude/docs/technical-preferences.mdand extract theEngine:value. - If engine is not configured (
[TO BE CONFIGURED]), stop: "Engine not configured. Run/setup-enginefirst, then re-run/test-setup."
- Read
-
Check for existing test infrastructure:
- Glob
tests/— does the directory exist? - Glob
tests/unit/andtests/integration/— do subdirectories exist? - Glob
.github/workflows/— does a CI workflow file exist? - Glob
tests/gdunit4_runner.gd(Godot) ortests/EditMode/(Unity) orSource/Tests/(Unreal) for engine-specific artifacts.
- Glob
-
Report findings:
- "Engine: [engine]. Test directory: [found / not found]. CI workflow: [found / not found]."
- If everything already exists AND
forceargument was not passed: "Test infrastructure appears to be in place. Re-run with/test-setup forceto 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`:
```gdscript
# 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. forceflag 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_LICENSEsecret must be configured manually. Do not attempt to automate license management.
How to use test-setup on Cursor
AI-first code editor with Composer
Prerequisites
Before installing skills in Cursor, ensure your development environment meets these requirements:
- ›Cursor installed and configured on your development machine
- ›Node.js version 16.0+ with npm package manager (verify with
node --version) - ›Active project directory or workspace where you want to add test-setup
Execute installation command
Execute the skills CLI command in your project's root directory to begin installation:
The skills CLI fetches test-setup from GitHub repository Donchitos/Claude-Code-Game-Studios and configures it for Cursor.
Select Cursor when prompted
The CLI will show a list of available agents. Use arrow keys to navigate and space to select Cursor:
Verify installation
Confirm successful installation by checking the skill directory location:
Reload or restart Cursor to activate test-setup. Access the skill through slash commands (e.g., /test-setup) or your agent's skill management interface.
Security & Verification Notice
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your development environment. Always verify the publisher's identity, review recent commits, and test in isolated environments before production deployment.
List & Monetize Your Skill
Submit your Claude Code skill and start earning
Use Cases▌
Task Automation & Efficiency
Automate repetitive workflows and reduce manual effort
Example
Generate reports, summarize documents, draft communications
Save 3-5 hours per week on routine tasks
Knowledge Enhancement
Learn new skills, understand complex topics, get expert guidance
Example
Explain concepts, provide examples, suggest learning resources
Accelerate learning and skill development by 2x
Quality Improvement
Enhance output quality through reviews, suggestions, and refinements
Example
Review drafts, suggest improvements, catch errors
Improve work quality by 30-40% with less effort
Implementation Guide▌
Prerequisites
- ›Claude Desktop or compatible AI client with skill support
- ›Clear understanding of task or problem to solve
- ›Willingness to iterate and refine outputs
Time Estimate
15-45 minutes depending on use case complexity
Installation Steps
- 1.Install skill using provided installation command
- 2.Test with simple use case relevant to your work
- 3.Evaluate output quality and relevance
- 4.Iterate on prompts to improve results
- 5.Integrate into regular workflow if valuable
Common Pitfalls
- ⚠Expecting perfect results without iteration
- ⚠Not providing enough context in prompts
- ⚠Using skill for tasks outside its intended scope
- ⚠Accepting outputs without review and validation
Best Practices▌
✓ Do
- +Start with clear, specific prompts
- +Provide relevant context and constraints
- +Review and refine all outputs before using
- +Iterate to improve output quality
- +Document successful prompt patterns
✗ Don't
- −Don't use without understanding skill limitations
- −Don't skip validation of outputs
- −Don't share sensitive information in prompts
- −Don't expect skill to replace human judgment
💡 Pro Tips
- ★Be specific about desired format and style
- ★Ask for multiple options to choose from
- ★Request explanations to understand reasoning
- ★Combine AI efficiency with human expertise
When to Use This▌
✓ Use When
Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.
✗ Avoid When
Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.
Learning Path▌
- 1Familiarize yourself with skill capabilities and limitations
- 2Start with low-risk, non-critical tasks
- 3Progress to more complex and valuable use cases
- 4Build expertise through regular use and experimentation
Discussion
Product Hunt–style comments (not star reviews)- No comments yet — start the thread.
Ratings
4.8★★★★★55 reviews- ★★★★★Ganesh Mohane· Dec 28, 2024
test-setup has been reliable in day-to-day use. Documentation quality is above average for community skills.
- ★★★★★Sophia Sharma· Dec 28, 2024
test-setup is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★Sofia Ghosh· Dec 28, 2024
Keeps context tight: test-setup is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Henry Reddy· Dec 24, 2024
test-setup reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Ava Gill· Dec 24, 2024
Useful defaults in test-setup — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Sakura Ghosh· Dec 20, 2024
Solid pick for teams standardizing on skills: test-setup is focused, and the summary matches what you get after install.
- ★★★★★Diya Kim· Dec 16, 2024
test-setup has been reliable in day-to-day use. Documentation quality is above average for community skills.
- ★★★★★Omar Rahman· Nov 27, 2024
Solid pick for teams standardizing on skills: test-setup is focused, and the summary matches what you get after install.
- ★★★★★Sakshi Patil· Nov 19, 2024
test-setup reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Sophia Smith· Nov 19, 2024
Registry listing for test-setup matched our evaluation — installs cleanly and behaves as described in the markdown.
showing 1-10 of 55