What Is Automated Testing of Core Game Mechanics?
Manual testing of mechanics works when releases come out once a month. As the team grows and build frequency increases, manual QA becomes a bottleneck: the tester can't check regression after every commit — bugs in physics or progression logic make it to release. Over 5 years, we have set up automated tests for 50+ projects of varying complexity and guarantee stable coverage. PlayMode tests catch 3 times more bugs than manual testing, and automation saves up to 70% of QA time. For example, our basic test package starts at $1,500 and a full suite with CI from $5,000 — delivering a 5x ROI within six months.
The most common problem is a broken CharacterController after changing slopeLimit or stepOffset. In the editor everything works, in manual testing too, but on a combination of speeds and geometry angles it fails. A PlayMode test with parameterized input systematically covers edge cases. Same story with Animator: transitions break under a specific sequence of triggers — manual checking of such scenarios is unrealistic.
The second risk area is game logic with states. A character machine or GameManager with session flags easily gets an invalid transition (Idle → Attack without Ready) given a certain input sequence. Manual checking after each push takes hours, while an automated test catches it in seconds. Also, inventory mechanics often break: wrong slot after dragging or item loss on save.
How to Set Up Automated Testing of Core Game Mechanics
Our primary stack for Unity is Unity Test Framework (package com.unity.test-framework) with two modes: EditMode Tests and PlayMode Tests.
EditMode Tests — Setup for Automated Testing
Suitable for pure logic: balance formulas, data parsing, stat calculations, level generators. They run fast (about 1 second per test) and execute in CI without GPU. They can cover up to 80% of code if the architecture decouples MonoBehaviour. For instance, our automated testing setup for core game mechanics often starts with EditMode tests to cover arithmetic and data validation.
PlayMode Tests
Needed for everything tied to physics (Rigidbody, CharacterController), animations (Animator, Blend Tree), collisions, and coroutines. The test waits for real FixedUpdate ticks. According to our data from 15 projects over the last 2 years, PlayMode tests catch 3 times more bugs than human testing. A suite of 200 tests catches up to 90% of regression errors — a 4x increase in detection rate compared to manual QA.
| Parameter |
EditMode |
PlayMode |
| Execution time |
~1 sec per test |
~5–15 sec per test |
| Scene dependency |
No |
Yes |
| Physics coverage |
No |
Yes |
| Run in CI without GPU |
Yes |
No (requires -nographics) |
For VR mechanics, we use XRSimulatedController and XRSimulatedHMD — simulation of hands and head without a physical HMD. This allows running tests for XRGrabInteractable and XRRayInteractor in CI on a headless agent. For AR projects — AR Foundation with simulated trackers.
Why CI Integration Is Mandatory
Without CI, tests become a one-time activity. We configure execution via Unity Test Runner CLI: unity -batchmode -runTests -testPlatform EditMode -testResults results.xml. Results are parsed into JUnit XML for GitHub Actions, GitLab CI, or TeamCity. Configuration includes license management (Unity License Server or Unity Build Automation) — a standard step so it doesn't block the pipeline.
For Unreal Engine we use Automation System (FAutomationTestBase, IMPLEMENT_SIMPLE_AUTOMATION_TEST) — same principle, different notation. Both engines allow setting up a nightly full suite run and a quick Smoke test on every commit.
What's Included in Test Setup
- Codebase audit — analysis of code coupling and need for DI (Zenject, VContainer). Identify places where logic is tied to MonoBehaviour.
- Extract testable units — refactor logic from MonoBehaviour into pure C# classes. For example, extract damage calculation into a separate class with no Transform dependencies.
- Write tests — start with a smoke set of critical paths (movement, jump, shooting), expand with edge cases (slope angles, zero values, off-by-one bugs).
- Configure CI — test execution, reports, licensing. Important: for PlayMode tests in CI, use the
-nographics option and a virtual display (Xvfb on Linux).
- Documentation — how to add new tests so the team can maintain coverage independently. We deliver a test template and naming style guide.
PlayMode test example for a character
[UnityTest]
public IEnumerator Character_Move_WithSlope_CorrectSpeed()
{
var character = new GameObject().AddComponent<CharacterController>();
character.slopeLimit = 45f;
yield return null;
// check speed when moving up a slope
}
Case Study: VR Project from Our Practice
In one of our client's projects, we found a bug in XRRayInteractor: at a specific grab angle, the object teleported to infinity. Manual testing didn't reproduce it — a 2% probability was needed. A PlayMode test with 1000 random angles consistently caught the error in 3 seconds. QA time saved — about 200 hours per month (equivalent to $8,000 in labor costs). After test implementation, coverage grew from 15% to 80% on critical mechanics, and release bugs decreased 4 times. This case from our portfolio demonstrates how automated testing of core game mechanics pays for itself.
| Task scope |
Estimated time |
Cost |
| Test Framework setup + 10–15 basic tests |
3–5 days |
$1,500 |
| Full test suite (50–80 tests) + CI |
2–4 weeks |
$5,000 |
| VR project with XRSimulated tests |
3–5 weeks |
$7,000 |
Pricing is determined individually after analyzing the project architecture. If you need a reliable automated testing system, contact us for a project evaluation. We will estimate timelines and scope within a day. Get a consultation for your project — we'll help choose the optimal test set and CI pipeline.
VR and AR Development
When we first launch a project in a VR headset, most teams face the same thing: technically everything works, but in the headset either motion sickness occurs, or hands 'float' with a delay, or the scene looks jerky at the periphery. These are not bugs in the usual sense — they are a consequence of the fact that VR/AR development requires a different approach to render architecture, interaction, and UX from the very beginning of the project. Our experience: over 7 years in game dev, 15+ completed VR/AR projects for Meta Quest, SteamVR, PSVR2, HoloLens. We work with teams that need not just a prototype but a production‑ready application with a stable frame rate.
Platforms and SDKs
We work with all relevant stacks. We use OpenXR as the base layer wherever possible — it provides cross‑platform compatibility between Meta, Valve Index, HP Reverb and other PC VR devices. On top of OpenXR, we build on the XR Interaction Toolkit (Unity) or VR Expansion Plugin (Unreal). Contact us for a stack assessment tailored to your project.
| Platform |
SDK / Framework |
| Meta Quest 2/3/Pro |
Meta XR SDK, OpenXR |
| PC VR (SteamVR) |
SteamVR Plugin, OpenXR |
| PlayStation VR2 |
Sony PSVR2 SDK |
| HoloLens 2 |
Mixed Reality Toolkit (MRTK) |
| ARKit (iOS) |
AR Foundation + ARKit XR Plugin |
| ARCore (Android) |
AR Foundation + ARCore XR Plugin |
| WebXR |
Unity WebXR Export |
How to minimize motion sickness in VR locomotion?
Locomotion — the main source of motion sickness for inexperienced VR users. According to research, about 70% of users experience discomfort with improper movement settings Oculus Developer Guidelines. Teleportation — standard navigation method when smooth movement is undesirable.
Components from XR Interaction Toolkit: TeleportationArea, TeleportationAnchor, TeleportationProvider. Basic implementation works out of the box, but for production we refine it in four steps:
- Setting up
XRRayInteractor with a curved ray (Bend Ray) — the teleportation arc looks more natural than a straight ray and is perceived better by users.
- Adding a valid landing zone — a visual indicator changes color when hovering over an obstacle (red/green).
- Implementing fade transition — smooth screen fade (black fade) before teleportation reduces disorientation.
- Rotation snapping — after teleportation we offer snap rotation by 45° or 90° instead of smooth, reducing motion sickness risk.
For projects requiring smooth locomotion (action games, simulators), we use comfort settings: vignetting during movement, reducing FOV during acceleration. Settings are available to the user in the menu — different people have different sensitivity thresholds. The difference between kinematic and physics‑based movement: kinematic gives instant hand following but lets objects pass through walls; physics‑based via Joint provides realistic collisions but requires velocity damping and max joint force tuning. We choose based on the type of interaction.
How to make object grabbing in VR physically realistic?
This is the most underestimated part of VR development. Clients often perceive it as 'just hand animation', but in practice it is a complex system where physical correctness, responsiveness, and comfort conflict.
Grab (grabbing)
XR Interaction Toolkit provides three types of Interactable for grabbing:
-
XRGrabInteractable — standard grab, object follows controller via physics joint or direct position/rotation
-
XRSimpleInteractable — for objects without physical movement (buttons, levers)
- Custom Interactable by inheriting from
XRBaseInteractable
Attach Transform — a frequently ignored detail. Each Interactable must have a properly configured Attach Transform (the point where the hand 'attaches'). Without it, the pistol grip will be at the center of the mesh, not where it is held.
For weapons and tools with two‑handed grab — a separate TwoHandGrab system: leading hand determines position, the second — orientation. XR Interaction Toolkit supports this via XRTwoHandGrabInteractable or custom logic with two Attach Points.
Throw (throwing)
Velocity smoothing is critical for realistic throwing because the Rigidbody.velocity at the moment of controller release reflects instantaneous speed, often incorrect due to tracking discretization. The user makes a quick wrist movement — but the object flies half as fast.
Solution: velocity smoothing over the last N frames (typically 5–10 frames, ~80–160 ms at 60 Hz) before release. XR Interaction Toolkit does this via VelocityEstimator. Additionally, we apply a velocity scaling multiplier — a small speed increase (1.2–1.5×) makes throws subjectively more satisfying. Angular velocity (for objects that should spin in flight) is also averaged similarly.
AR: Plane Tracking and Environment Interaction
AR adds a different class of problems — working with real, unpredictable environment. AR Foundation — a cross‑platform layer on top of ARKit and ARCore. Most basic features (plane detection, raycasting, image tracking, face tracking) are available through a unified API.
Plane Detection
ARPlaneManager detects horizontal and vertical planes. Practical nuances:
- Initialization takes time — the user must look around the room while the system builds a map. An explicit onboarding with instruction 'slowly move the camera across surfaces' is needed.
- Planes are unstable — their boundaries and position are updated as data accumulates. Objects placed on a plane need to be attached via parent to ARPlane, not to world coordinates.
- Plane merging — two detected floor segments may merge into one, moving the anchor. For critical anchors, use
ARAnchor instead of direct attachment to the plane.
Image tracking (via ARTrackedImageManager) quality directly depends on the quality of reference images. Images with high detail frequency and contrasting edges (like a QR code but stylish) track more reliably than smooth logos. ARCore Geospatial API — for outdoor AR with real‑world coordinate binding (accuracy up to 10 cm in well‑mapped areas).
Optimization for VR: Frame Rate and Comfort
VR requires stable high frame rate. About 60% of development time in mobile VR goes to optimization, not functionality — retrofit costs twice as much as proper architecture from the first sprint.
| Device |
Target Hz |
Critical threshold |
| Meta Quest 2 |
72 / 90 Hz |
< 72 Hz — noticeable |
| Meta Quest 3 |
90 / 120 Hz |
< 90 Hz — noticeable |
| Valve Index |
90 / 120 / 144 Hz |
< 90 Hz — noticeable |
| PSVR2 |
90 / 120 Hz |
< 90 Hz — noticeable |
Single Pass Instanced Rendering
The main render optimization in VR. Without it, the scene is rendered twice (once per eye), doubling draw calls. Single Pass Instanced renders both eyes in one pass via instancing: geometry is processed once, the shader gets two view/projection matrices through GPU instancing. Enabled in Unity via XR Plug-in Management > Rendering Mode: Single Pass Instanced. Important: custom shaders must support SPI — standard URP/HDRP shaders support it, custom HLSL requires modifications (UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX and related macros). Applying this technique reduces draw calls by 40–50%, making it twice as efficient as naive double rendering.
Foveated Rendering
On Meta Quest, Fixed Foveated Rendering (FFR) is available — reducing resolution at the periphery where visual acuity is lower. Configured via OVRManager or Meta XR SDK:
OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High;
OVRManager.useDynamicFixedFoveatedRendering = true;
Dynamic FFR automatically increases the level when frame rate drops — more convenient than fixed in scenes with variable load.
IPD and Comfort Settings
IPD (Inter‑Pupillary Distance) — affects depth perception. At the programmable level on most devices, only reading IPD is available (OVRPlugin.GetSystemDisplayFrequency), physical adjustment is on the headset. For applications requiring precise positioning (medical simulators, training), we account for IPD in scene scale calculations.
Haptics
Haptic feedback — an underestimated tool. Even a simple vibration response when grabbing an object or hitting significantly increases the sense of presence. On average, integrating haptic patterns takes 30–80 hours per project.
XR Haptics via OpenXR:
var hapticImpulse = new UnityEngine.XR.HapticCapabilities();
InputDevice device = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
device.SendHapticImpulse(0, amplitude: 0.5f, duration: 0.1f);
For complex patterns (tactile 'texture' of a surface when touched, increasing vibration when drawing a bowstring) we use Meta Haptics Studio — allows designing haptic clips visually. This can reduce time spent on manual haptic tuning by about 30%.
What does VR/AR application development include?
When ordering a turnkey project, we provide the following deliverables:
- Architectural document with stack description, render logic, and interaction system
- Working prototype (MVP) for testing on target device
- Integration of necessary SDKs (Meta XR, OpenXR, AR Foundation, etc.)
- Optimization for target frequencies 72/90/120 Hz with draw call and FPS profiling
- Testing on physical hardware (Quest, SteamVR, HoloLens) with user involvement
- Full documentation for build, deployment, and support
- Training for the client's team (workshop on XR Toolkit)
- Warranty support for 1 month after delivery
What affects cost and timeline?
VR/AR projects are more expensive than regular games of similar scope. Iterations are slower — each fix must be tested in the headset, an emulator does not convey the real experience. Motion sickness forces reworking some conceptual decisions after the first playtest. Optimization takes a significant portion of time — for mobile VR (Quest) up to 60–70% of the cycle. For Quest projects, we start optimization from the first sprint. The cost of basic SDK integration (XR Interaction Toolkit) varies depending on the scope of custom Interactable. Typical budgets for a full Quest project range from $25,000 to $80,000 depending on complexity, number of custom interactions, and depth of optimization. Proper architectural planning from sprint one typically saves 40% on later rework compared to fixing performance bottlenecks retroactively.
Get a consultation on your project — we will assess the task, stack, and timelines. Order turnkey VR/AR application development with a guaranteed stable frame rate.