Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Test Standards
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Test naming follows the engine's language — every name says the scenario and the expected result:
- Godot (gdUnit4): file
[system]_[feature]_test.gd, functiontest_[scenario]_[expected] - Unity (NUnit): class
[System]Testsin a file of the same name, method[Scenario]_[Expected]in PascalCase - Unreal (Automation): class
F[System][Scenario]Test— one per test: eachIMPLEMENT_SIMPLE_AUTOMATION_TESTdefines its class, so a second test reusing a name fails to link — test name<Project>.[System].[Scenario]— the project's test command,Automation RunTests <Project>., runs every test whose name contains<Project>.(a substring match, not a prefix).<Project>.is the root that filter incommands.testuses: the project name, or the distinct root/setup-enginechose when the project's name is also an engine area (Audio,Core,Input, …) — name tests under whichever it is
- Godot (gdUnit4): file
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Every test must have a clear arrange/act/assert structure
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Unit tests must not depend on external state (filesystem, network, database)
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Integration tests must clean up after themselves
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Performance tests must specify acceptable thresholds and fail if exceeded
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Test data must be defined in the test or in dedicated fixtures, never shared mutable state
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Mock external dependencies — tests should be fast and deterministic
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Every bug fix must have a regression test that would have caught the original bug — and you must watch it fail before you trust it. Run the new test against the unfixed code, confirm it fails, then apply the fix and confirm it passes. A regression test that has only ever been seen passing is not known to test anything.
This is
.claude/rules/skill-authoring.md's "a gate you have not watched fail is not a gate", applied to tests. It is written out here because stating the goal is not enough. A regression test for an iteration-order defect can use a fixture where no cell takes part in two transfers per tick — it then passes against the very bug it was written for, and looks authoritative doing it. The fixture, not the assertion, is what makes it useless, and only running it against the unfixed code exposes that.
Examples
Correct (proper naming + Arrange/Act/Assert) — Godot, gdUnit4:
extends GdUnitTestSuite
func test_take_damage_reduces_health() -> void:
# Arrange — auto_free: a Node left alive is an orphan (gdUnit4 exit 101)
var health: HealthComponent = auto_free(HealthComponent.new())
health.max_health = 100
health.current_health = 100
# Act
health.take_damage(25)
# Assert
assert_int(health.current_health).is_equal(75)
Unity, NUnit (Assets/Tests/EditMode/HealthTests.cs):
using NUnit.Framework;
public class HealthTests
{
[Test]
public void TakeDamage_ReducesHealth()
{
// Arrange
var health = new Health(maxHealth: 100);
// Act
health.TakeDamage(25);
// Assert
Assert.AreEqual(75, health.Current);
}
}
Unreal, Automation (Source/<Module>/Private/Tests/HealthTest.cpp):
#include "Misc/AutomationTest.h"
#if WITH_DEV_AUTOMATION_TESTS
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FHealthTakeDamageTest, "<Project>.Health.TakeDamageReducesHealth",
EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
bool FHealthTakeDamageTest::RunTest(const FString& Parameters)
{
// Arrange
FHealthPool Health(100);
// Act
Health.TakeDamage(25);
// Assert
TestEqual(TEXT("health after 25 damage"), Health.GetCurrent(), 75);
return true;
}
#endif
Incorrect:
func test1() -> void: # VIOLATION: no descriptive name
var h := HealthComponent.new()
h.take_damage(25) # VIOLATION: no arrange step, no clear assert
assert_bool(h.current_health < 100).is_true() # VIOLATION: imprecise assertion