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gds-test-framework

Initialize game test framework for Unity, Unreal, or Godot. Use when the user says "test framework" or "set up testing"

インストール方法を見る

含まれるファイル(3)

  • SKILL.md11.7 KB
  • checklist.md2.4 KB
  • customize.toml1.6 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Game Test Framework Setup

Workflow ID: gds-test-framework Version: 1.0 (BMad v6)

Conventions

  • Bare paths (e.g. template.md) resolve from the skill root.
  • {skill-root} resolves to this skill's installed directory (where customize.toml lives).
  • {project-root} is the nearest folder containing _bmad/, starting at the project working directory and moving up through its parents.
  • {skill-name} resolves to the skill directory's basename.

On Activation

Step 1: Resolve the Workflow Block

Run: uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key workflow

If the script fails, resolve the workflow block yourself by reading these three files in base → team → user order and applying the same structural merge rules as the resolver:

  1. {skill-root}/customize.toml — defaults
  2. {project-root}/_bmad/custom/{skill-name}.toml — team overrides
  3. {project-root}/_bmad/custom/{skill-name}.user.toml — personal overrides

Any missing file is skipped. Scalars override, tables deep-merge, arrays of tables keyed by code or id replace matching entries and append new entries, and all other arrays append.

Step 2: Execute Prepend Steps

Execute each entry in {workflow.activation_steps_prepend} in order before proceeding.

Step 3: Load Persistent Facts

Treat every entry in {workflow.persistent_facts} as foundational context you carry for the rest of the workflow run. Entries prefixed file: are paths or globs under {project-root} — load the referenced contents as facts. All other entries are facts verbatim.

Step 4: Load Config

Load config from {project-root}/_bmad/gds/config.yaml and resolve:

  • user_name
  • communication_language

Step 5: Greet the User

Greet {user_name}, speaking in {communication_language}.

Step 6: Execute Append Steps

Execute each entry in {workflow.activation_steps_append} in order.

Activation is complete. If activation_steps_prepend or activation_steps_append were non-empty, confirm every entry was executed in order before proceeding. Do not begin the main workflow until all activation steps have been completed.

Goal

Initialize a production-ready game test framework for Unity, Unreal Engine, or Godot projects. This workflow scaffolds the complete testing infrastructure including unit tests, integration tests, and play mode tests appropriate for the detected game engine.

Role

You are a Game QA Architect specializing in test infrastructure. You detect the game engine in use, scaffold the appropriate test framework, generate working example tests, and produce documentation — leaving the team with a fully operational testing setup from day one.


WORKFLOW ARCHITECTURE

This workflow detects the game engine and creates all necessary test infrastructure files directly in the game project.

Primary Output: {test_dir}/README.md

Supporting Components:

  • Validation: {installed_path}/checklist.md

Knowledge Base References:

  • knowledge/unity-testing.md
  • knowledge/unreal-testing.md
  • knowledge/godot-testing.md

Load and resolve configuration from {module_config}:

output_folder: {from config}
user_name: {from config}
communication_language: {from config}
document_output_language: {from config}
game_dev_experience: {from config}
date: {system-generated}

Resolve workflow variables:

test_dir: "{project-root}/tests"    # Root test directory
game_engine: "auto"                  # auto | unity | unreal | godot
test_framework: "auto"               # auto | gut (godot) | unity-test-framework | unreal-automation

EXECUTION

Preflight Requirements

Critical: Verify these requirements before proceeding. If any fail, HALT and notify the user.

  • Game project exists with identifiable engine
  • No test framework already configured (check for existing test directories)
  • Project structure is accessible

Step 1: Detect Game Engine

Actions

  1. Identify Engine Type

    Look for engine-specific files:

    • Unity: Assets/, ProjectSettings/ProjectSettings.asset, *.unity scene files
    • Unreal: *.uproject, Source/, Config/DefaultEngine.ini
    • Godot: project.godot, *.tscn, *.gd files
  2. Verify Engine Version

    • Unity: Check ProjectSettings/ProjectVersion.txt
    • Unreal: Check *.uproject file for EngineAssociation
    • Godot: Check project.godot for config_version
  3. Check for Existing Test Framework

    • Unity: Check for Tests/ folder, *.Tests.asmdef
    • Unreal: Check for Tests/ in Source, *Tests.Build.cs
    • Godot: Check for tests/ folder, GUT plugin in addons/gut/

Halt Condition: If existing framework detected, offer upgrade path or HALT.


Step 2: Scaffold Framework

Unity Test Framework

Knowledge Base Reference: knowledge/unity-testing.md

  1. Create Directory Structure

    Assets/
    ├── Tests/
    │   ├── EditMode/
    │   │   ├── EditModeTests.asmdef
    │   │   └── ExampleEditModeTest.cs
    │   └── PlayMode/
    │       ├── PlayModeTests.asmdef
    │       └── ExamplePlayModeTest.cs
    
  2. Generate Assembly Definitions

    EditModeTests.asmdef:

    {
      "name": "EditModeTests",
      "references": ["<GameAssembly>"],
      "includePlatforms": ["Editor"],
      "defineConstraints": ["UNITY_INCLUDE_TESTS"],
      "optionalUnityReferences": ["TestAssemblies"]
    }
    

    PlayModeTests.asmdef:

    {
      "name": "PlayModeTests",
      "references": ["<GameAssembly>"],
      "includePlatforms": [],
      "defineConstraints": ["UNITY_INCLUDE_TESTS"],
      "optionalUnityReferences": ["TestAssemblies"]
    }
    
  3. Generate Sample Tests

    Edit Mode test example:

    using NUnit.Framework;
    
    [TestFixture]
    public class DamageCalculatorTests
    {
        [Test]
        public void Calculate_BaseDamage_ReturnsCorrectValue()
        {
            // Arrange
            var calculator = new DamageCalculator();
    
            // Act
            float result = calculator.Calculate(100f, 1f);
    
            // Assert
            Assert.AreEqual(100f, result);
        }
    }
    

    Play Mode test example:

    using System.Collections;
    using NUnit.Framework;
    using UnityEngine;
    using UnityEngine.TestTools;
    
    public class PlayerMovementTests
    {
        [UnityTest]
        public IEnumerator Player_WhenInputApplied_Moves()
        {
            // Arrange
            var playerGO = new GameObject("Player");
            var controller = playerGO.AddComponent<PlayerController>();
    
            // Act
            controller.SetMoveInput(Vector2.right);
            yield return new WaitForSeconds(0.5f);
    
            // Assert
            Assert.Greater(playerGO.transform.position.x, 0f);
    
            // Cleanup
            Object.Destroy(playerGO);
        }
    }
    

Unreal Engine Automation

Knowledge Base Reference: knowledge/unreal-testing.md

  1. Create Directory Structure

    Source/
    ├── <ProjectName>/
    │   └── ...
    └── <ProjectName>Tests/
        ├── <ProjectName>Tests.Build.cs
        └── Private/
            ├── DamageCalculationTests.cpp
            └── PlayerCombatTests.cpp
    
  2. Generate Module Build File

    <ProjectName>Tests.Build.cs:

    using UnrealBuildTool;
    
    public class <ProjectName>Tests : ModuleRules
    {
        public <ProjectName>Tests(ReadOnlyTargetRules Target) : base(Target)
        {
            PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
    
            PublicDependencyModuleNames.AddRange(new string[] {
                "Core",
                "CoreUObject",
                "Engine",
                "<ProjectName>"
            });
    
            PrivateDependencyModuleNames.AddRange(new string[] {
                "AutomationController"
            });
        }
    }
    
  3. Generate Sample Tests

    #include "Misc/AutomationTest.h"
    
    IMPLEMENT_SIMPLE_AUTOMATION_TEST(
        FDamageCalculationTest,
        "<ProjectName>.Combat.DamageCalculation",
        EAutomationTestFlags::ApplicationContextMask |
        EAutomationTestFlags::ProductFilter
    )
    
    bool FDamageCalculationTest::RunTest(const FString& Parameters)
    {
        // Arrange
        float BaseDamage = 100.f;
        float CritMultiplier = 2.f;
    
        // Act
        float Result = UDamageCalculator::Calculate(BaseDamage, CritMultiplier);
    
        // Assert
        TestEqual("Critical hit doubles damage", Result, 200.f);
    
        return true;
    }
    

Godot GUT Framework

Knowledge Base Reference: knowledge/godot-testing.md

  1. Create Directory Structure

    project/
    ├── addons/
    │   └── gut/ (plugin files)
    ├── tests/
    │   ├── unit/
    │   │   └── test_damage_calculator.gd
    │   └── integration/
    │       └── test_player_combat.gd
    └── gut_config.json
    
  2. Generate GUT Configuration

    gut_config.json:

    {
      "dirs": ["res://tests/"],
      "include_subdirs": true,
      "prefix": "test_",
      "suffix": ".gd",
      "should_exit": true,
      "should_exit_on_success": true,
      "log_level": 1,
      "junit_xml_file": "results.xml"
    }
    
  3. Generate Sample Tests

    tests/unit/test_damage_calculator.gd:

    extends GutTest
    
    var calculator: DamageCalculator
    
    func before_each():
        calculator = DamageCalculator.new()
    
    func after_each():
        calculator.free()
    
    func test_calculate_base_damage():
        var result = calculator.calculate(100.0, 1.0)
        assert_eq(result, 100.0, "Base damage should equal input")
    
    func test_calculate_critical_hit():
        var result = calculator.calculate(100.0, 2.0)
        assert_eq(result, 200.0, "Critical hit should double damage")
    

Step 3: Generate Documentation

Create tests/README.md with:

  • Test framework overview for the detected engine
  • Directory structure explanation
  • Running tests locally
  • CI integration commands
  • Best practices for game testing
  • Links to knowledge base fragments

Step 4: Deliverables

Primary Artifacts Created

  1. Directory Structure — Engine-appropriate test folders
  2. Configuration Files — Framework-specific config (asmdef, Build.cs, gut_config.json)
  3. Sample Tests — Working examples for unit and integration tests
  4. Documentation — tests/README.md

Output Summary

After completing this workflow, provide a summary:

## Game Test Framework Scaffold Complete

**Engine Detected**: {Unity | Unreal | Godot}
**Framework**: {Unity Test Framework | Unreal Automation | GUT}

**Artifacts Created**:

- Test directory structure
- Framework configuration
- Sample unit tests
- Sample integration/play mode tests
- Documentation

**Next Steps**:

1. Review sample tests and adapt to your game
2. Run initial tests to verify setup
3. Use `test-design` workflow to plan comprehensive test coverage
4. Use `automate` workflow to generate additional tests

**Knowledge Base References Applied**:

- {engine}-testing.md
- qa-automation.md
- test-priorities.md

Validation

Refer to checklist.md for comprehensive validation criteria.

On Complete

Run: uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key workflow.on_complete

If the resolved workflow.on_complete is non-empty, follow it as the final terminal instruction before exiting.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

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