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Run Unity Test Runner operations asynchronously — run/discover/list/cancel tests, poll job results, and create test templates.
Passed 16 of 20 test cases with the skill, and 3 of 20 without it.
and 21 more in the full report
13 fixed3 passed either way4 still failing0 broke3 errored
Tokens, turns and time describe resource use, not a dollar price.
One of 13 test cases the skill fixed. Same model, same prompt, with and without the skill.
I need to create a new EditMode test class called 'DamageSystemTests' without specifying a custom target directory. Where will the file be placed by default and what tool should I call?
| Checked | Without skill | With skill |
|---|---|---|
| Calls test_create_editmode with testName set to DamageSystemTests | Missed | Passed |
| Identifies the default folder location as Assets/Tests/Editor | Missed | Passed |
The instructions your model reads when the skill loads.
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Run and manage Unity tests.
Approval: 只读 skill(test_get_result / test_list / test_discover_get_result / test_get_last_result / test_list_categories / test_smoke_skills / test_get_summary,标 SkillMode.SemiAuto)直接执行;执行/发现/创建型 skill(test_run / test_run_by_name / test_discover_start / test_cancel / test_create_editmode / test_create_playmode,默认 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果(job 立即排进队列)。
Auto / Bypass: 直接执行。
本模块有 4 个 NeverInSemi skill(按 IsForbiddenInSemi 自动判定):
MayEnterPlayMode = true: test_run、test_run_by_nameMayTriggerReload = true: test_create_editmode、test_create_playmode(同时标 MutatesAssets = true)Approval 模式下这 4 个返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可绕过。注意:test_run(testMode="PlayMode") / test_run_by_name 会让 Unity TestRunner 切入 PlayMode;test_create_editmode / test_create_playmode 落盘新的 .cs 文件后会触发 Domain Reload。
异步约定:test_run / test_run_by_name / test_discover_start / test_create_* 立即返回 jobId;用 test_get_result(jobId) / test_discover_get_result(jobId) 轮询;Unity TestRunner 串行化,正在跑测试时不要再起第二个 test_run。
DO NOT (common hallucinations):
test_run_all does not exist → use test_run or test_run_by_nametest_create_template does not exist → use test_create_editmode or test_create_playmodetest_get_status does not exist → use test_get_result with jobId from test runjobId, poll with test_get_result(jobId)test_run while another test job is still activeunity_skills.get_skills(category="Test") or GET /skills/schema for exact signatures instead of guessing from memoryRouting:
debug module's debug_check_compilationtest_create_editmode / test_create_playmode, then modify via script moduletest_smoke_skills, which uses transient probes to avoid polluting workflow/batch persistencetest_listtest cases passed, vs 3 / 20 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.