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.
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
Read engine config:
.claude/docs/technical-preferences.md and extract the Engine: value.[TO BE CONFIGURED]), stop:
"Engine not configured. Run /setup-engine first, then re-run /test-setup."Check for existing test infrastructure:
tests/ — does the directory exist?tests/unit/ and tests/integration/ — do subdirectories exist?.github/workflows/ — does a CI workflow file exist?tests/gdunit4_runner.gd (Godot) or tests/EditMode/ (Unity) or
Source/Tests/ (Unreal) for engine-specific artifacts.Report findings:
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.
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.
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
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+)
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]"
Create .github/workflows/tests.yml: