8.0 KiB
Game Test Framework Setup
Workflow ID: _bmad/bmgd/gametest/framework
Version: 1.0 (BMad v6)
Overview
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.
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
-
Identify Engine Type
Look for engine-specific files:
- Unity:
Assets/,ProjectSettings/ProjectSettings.asset,*.unityscene files - Unreal:
*.uproject,Source/,Config/DefaultEngine.ini - Godot:
project.godot,*.tscn,*.gdfiles
- Unity:
-
Verify Engine Version
- Unity: Check
ProjectSettings/ProjectVersion.txt - Unreal: Check
*.uprojectfile forEngineAssociation - Godot: Check
project.godotforconfig_version
- Unity: Check
-
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 inaddons/gut/
- Unity: Check for
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
-
Create Directory Structure
Assets/ ├── Tests/ │ ├── EditMode/ │ │ ├── EditModeTests.asmdef │ │ └── ExampleEditModeTest.cs │ └── PlayMode/ │ ├── PlayModeTests.asmdef │ └── ExamplePlayModeTest.cs -
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"] } -
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
-
Create Directory Structure
Source/ ├── <ProjectName>/ │ └── ... └── <ProjectName>Tests/ ├── <ProjectName>Tests.Build.cs └── Private/ ├── DamageCalculationTests.cpp └── PlayerCombatTests.cpp -
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" }); } } -
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
-
Create Directory Structure
project/ ├── addons/ │ └── gut/ (plugin files) ├── tests/ │ ├── unit/ │ │ └── test_damage_calculator.gd │ └── integration/ │ └── test_player_combat.gd └── gut_config.json -
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" } -
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
- Directory Structure - Engine-appropriate test folders
- Configuration Files - Framework-specific config (asmdef, Build.cs, gut_config.json)
- Sample Tests - Working examples for unit and integration tests
- 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.