qa-game
Game engine testing (Unity, Unreal, Godot), platform certification overview (Sony TRC, Nintendo Lotcheck, MS XR, Steam Direct), multiplayer state machine coverage, and gameplay recording/replay
Install this plugin
/plugin install qa-game@testland-qaPart of role bundle: qa-role-mobile-desktop
qa-game
Game engine testing (Unity, Unreal, Godot), the six-category game-test taxonomy plus platform certification overview and checklist workflow (Sony TRC, Nintendo Lotcheck, MS XR, Steam Direct), multiplayer state machine coverage, and gameplay recording/replay
Components
| Type | Name | Description |
|---|---|---|
| skill | platform-cert-overview-reference | The six canonical game-test categories (functional / compliance / compatibility / performance / localization / accessibility) plus multiplayer + content-rating cross-axes; submission workflow, severity vocab, bench matrix, and SLAs across Microsoft Xbox (XR v16.1), Sony TRC, Nintendo Lotcheck, and Steam Direct; and the building-a-cert-checklist workflow that maps a platform's requirement items to the categories. Public sources inline; gated NDA portals cited by stable ID |
| skill | unity-test-framework | Unity game-engine Test Framework (com.unity.test-framework v1.8): EditMode vs PlayMode, NUnit 3.5 assertions, [Test] / [UnityTest] / [UnityPlatform] attributes, batch-mode CLI, CI integration. Distinct from the ThrowTheSwitch Unity C library covered by qa-embedded/unity-test-framework-c |
| skill | unreal-automation-system | Unreal Engine Automation Test Framework: five test categories (Unit / Feature / Smoke / Content Stress / Screenshot), IMPLEMENT_SIMPLE/COMPLEX_AUTOMATION_TEST macros, BDD-style Automation Spec (Describe / It / LatentIt), Automation Driver UI input simulation, Session Frontend, command-line -ExecCmds Automation invocation |
| skill | godot-gut-tests | Author and run GUT (Godot Unit Test) for GDScript: install via Asset Library, extends GutTest + test_* methods, before_each / after_each lifecycle, parameterised tests, doubles + stubs + spies, command-line runner (-d -s addons/gut/gut_cmdln.gd -gdir=res://test -gjunit_xml_file -gexit), JUnit XML, CI integration. Godot 4.x = GUT 9.x; Godot 3.x = GUT 7.x |
| skill | multiplayer-state-machine-coverage | Build a coverage matrix for connect / authority-handoff / disconnect / reconnect / host-migration paths across Unity NGO, Unreal replication, and Mirror Networking; cross with latency / loss / drop fault matrix; map to Xbox XR-067 / XR-074 / XR-064 / XR-045 / XR-015 cert clauses; emit go / no-go gate |
| skill | gameplay-recording-replay | Build a deterministic gameplay record/replay artefact for regression tests, bug repros, or spectator/esports - Unity InputEventTrace, Unreal Replay System (DemoRec / DemoPlay / NetworkReplayStreamer), Godot community deterministic-RNG + InputEvent pattern. CI loop hashes final state vs baseline; replay header pins build hash + format version |
| skill | game-perf-profiling | Game performance profiling + budgets: frame-time, Unity Profiler / Performance Testing, Unreal Insights. |
| agent | game-test-scenario-author | Authors game-engine tests end to end: detects the engine from project markers (Unity ProjectSettings, Unreal *.uproject, Godot project.godot), scaffolds the from-zero test tree when none exists (EditMode/PlayMode asmdefs, Unreal Tests/ + Build.cs wiring, Godot test/ + .gutconfig.json), then emits one scenario file per behavior spec in Unity Test Framework / Unreal Automation / Godot GUT, pairing with gameplay-recording-replay artefacts when present |
Install
/plugin marketplace add testland/qa
/plugin install qa-game@testland-qaSkills
game-perf-profiling
Profiles game builds against frame-time, memory, GPU draw-call, and GC-spike budgets using Unity Profiler + Profile Analyzer + Performance Testing package and Unreal Insights + stat commands. Establishes pass/fail thresholds (16.6 ms at 60 fps, 33.3 ms at 30 fps), writes automated performance regression tests that run in CI, and emits a structured budget report per SKU. Use when a title must hit a declared frame-time or memory budget before a milestone gate or platform-cert submission, or when a recent change needs a performance regression check.
gameplay-recording-replay
Build a deterministic gameplay record/replay test artefact for Unity, Unreal, or Godot - record a player session, save it to disk, replay it bit-for-bit, and assert that the resulting game state matches the original. Covers Unity Input System's InputEventTrace API (Enable / Disable / WriteTo / ReadFrom / Replay) for input-level capture, Unreal's Replay System (DemoRec / DemoPlay / DemoStop console commands plus DemoNetDriver + NetworkReplayStreamer, default storage at %LOCALAPPDATA%/{Project}/Saved/Demos) for replication-stream capture, and Godot's community-pattern deterministic-RNG + input-script replay since Godot ships no first-party replay system. Use when authoring a regression-test artefact for player-recorded sessions, building a netcode replay for spectator / esports, or producing reproducible bug repros for cert teams.
godot-gut-tests
Author and run GUT (Godot Unit Test) - the community-canonical GDScript test framework at github.com/bitwes/Gut and gut.readthedocs.io. Covers install (Godot Asset Library or manual `addons/gut/` copy + plugin enable), GUT panel inside the editor, writing tests that extend GutTest with `test_` prefix methods, the assertion family (assert_eq / assert_almost_eq / assert_true / assert_signal_emitted), lifecycle hooks (before_each / after_each / before_all / after_all), inner classes for grouping, parameterized tests via `params=[...]`, doubles / stubs / spies, async / coroutine tests, the command-line runner (`-d -s addons/gut/gut_cmdln.gd -gdir=res://test -gjunit_xml_file=... -gexit`), JUnit XML export, and CI integration. Godot 4.x uses GUT 9.x (current main branch supports 4.6.x; godot_4_7 branch for 4.7.x); Godot 3.x uses GUT 7.x. Use when the unit under test is GDScript code in a Godot project.
multiplayer-state-machine-coverage
Build a coverage matrix for a networked-game state machine that exercises connect / authority-handoff / disconnect / reconnect / host-migration paths across Unity Netcode for GameObjects, Unreal Engine replication, and Mirror Networking. Workflow: enumerate the engine's connection states + ownership states + replicated-property update rules, cross them against latency / loss / out-of-order packet injection, encode each combination as a test fixture, and emit a go / no-go gate. Use before submitting a multiplayer title to platform cert - Microsoft's cert guide lists 'Multiplayer does not work as expected' as one of the most common Hold reasons, and Xbox XR-067 (MPSD session state) is failed by uncovered state-machine paths.
platform-cert-overview-reference
Reference catalog of game-QA test categories and the four platform-holder certification regimes a multi-platform title submits to before release. Defines the six canonical test categories (functional / compliance / compatibility / performance / localization / accessibility) plus the multiplayer and content-rating cross-axes; documents the submission workflow, severity vocabulary, test-bench configurations, and known SLAs for Microsoft Xbox Requirements (XR), Sony TRC (gated PlayStation DevNet), Nintendo Lotcheck (gated Nintendo Developer Portal), and Steam Direct review; and includes the building-a-cert-checklist workflow that maps a target platform's requirement items to the six categories. Cites public sources inline; cites gated NDA portals by stable ID per PLUGIN_AUTHORING.md Step 4 fallback. Use when planning a game test pass or cert calendar, mapping internal QA findings to the platform's vocabulary, sequencing submissions across platforms, or emitting a pre-submission checklist.
unity-test-framework
Author and run the Unity game-engine Test Framework (`com.unity.test-framework`, currently v1.8). Distinct from the ThrowTheSwitch Unity C testing library at throwtheswitch.org/unity - the two tools share only a name. Covers package install via Package Manager, the EditMode vs PlayMode split, the [Test] / [UnityTest] / [SetUp] / [TearDown] / [UnityPlatform] attributes, assembly-definition setup (Editor folder vs asmdef with `includePlatforms` / `optionalUnityReferences: [TestAssemblies]`), Test Runner window, command-line batch invocation with `-runTests` / `-testPlatform` / `-testResults` / `-testFilter` / `-testCategory`, NUnit 3.5 assertion API, and CI integration. Use when the unit under test is C# Unity code that needs to exercise the Unity runtime or editor.
unreal-automation-system
Author and run Unreal Engine's Automation Test Framework - Epic's C++ test framework for UE 4.x / 5.x, documented at dev.epicgames.com/documentation/en-us/unreal-engine. Covers the five test categories Epic defines (Unit / Feature / Smoke / Content Stress / Screenshot Comparison), the IMPLEMENT_SIMPLE_AUTOMATION_TEST and IMPLEMENT_COMPLEX_AUTOMATION_TEST macros, the BDD-style Automation Spec API (DEFINE_SPEC / BEGIN_DEFINE_SPEC / Describe / It / BeforeEach / LatentIt / xIt), latent commands (ADD_LATENT_AUTOMATION_COMMAND), the Automation Driver for UI input simulation (IAutomationDriverModule::Get().CreateDriver(), By::Id / By::Path locators), running via Session Frontend (Window > Test Automation) and command line (-ExecCmds="Automation RunTests …"), and CI integration. Use when the unit under test is C++ Unreal code that needs the UE runtime, editor, or UMG UI surface.