Automated Testing Setup for Core Game Mechanics

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Automated Testing Setup for Core Game Mechanics
Medium
~1-2 weeks
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Automated Basic Game Mechanics Testing Setup

Manual testing works until developer is alone and releases monthly. Once team grows or build cycle accelerates to multiple per day, manual QA becomes bottleneck: tester can't check regression on all mechanics after each commit. Result: physics or progression logic bugs reach release.

What breaks most often and why manual tests miss it

Most frequent story—broken CharacterController after slopeLimit or stepOffset parameter change. Works in Editor, works in quick manual run, but fails on specific velocity and geometry angle combination tester never reproduced. Play Mode Test with parametrized input—only systematic way to cover edge cases.

Second risk zone—game logic with states. StateMachine character or GameManager session flags easily get invalid transition: Idle → Attack without Ready transition if code adds shortcut. Such bug reproduces only with specific input sequence over 10 seconds—no tester will grind manually after each push.

Tools and approach

Main stack for Unity—Unity Test Framework (package com.unity.test-framework), provides two modes: EditMode Tests (no scene, pure unit tests) and PlayMode Tests (full GameObject lifecycle).

EditMode suits pure logic testing: balance formulas, data parsing, stat calculation, level generators. Runs fast, launches in CI without GPU.

PlayMode needed for everything physics-bound (Rigidbody, CharacterController), animations (Animator, Blend Tree transitions), collisions and coroutines. Here test waits for real FixedUpdate ticks.

For VR mechanics separately: XR Interaction Toolkit provides XRSimulatedController and XRSimulatedHMD—used to simulate hand and head position without physical HMD. Lets run tests on XRGrabInteractable and XRRayInteractor directly in CI on headless agent.

Test structure built by layers:

  • Unit tests on pure methods (no MonoBehaviour dependencies)
  • Integration tests on component interactions (e.g., Inventory + PickupSystem + SaveSystem)
  • Smoke tests—quick run of critical mechanics after each commit
  • Regression tests—full run before release

CI integration via Unity Test Runner CLI: unity -batchmode -runTests -testPlatform EditMode -testResults results.xml. Results parsed in JUnit XML format, understood by GitHub Actions, GitLab CI, TeamCity.

For Unreal Engine use Automation System (FAutomationTestBase, IMPLEMENT_SIMPLE_AUTOMATION_TEST)—same principle, different notation.

What specifically we cover with tests on setup

Basic mechanics set covered first:

  • Player movement: speed, collision, jump on different geometry angles
  • Health / damage system: boundary values (0 HP, negative damage, immunity)
  • Inventory: add, remove, slot overflow, item stacking
  • Save/load: state serialization and correct restoration
  • Progression logic: level unlock, win/lose conditions

How work is structured

Codebase audit. Look how logic written: are there MonoBehaviour dependencies where removable, is DI used (Zenject, VContainer). Tightly coupled code needs refactoring before test writing.

Extract testable units. Where needed, move logic out of MonoBehaviour into pure C# classes.

Write tests. Start with smoke set on critical paths, expand with edge cases.

Configure CI pipeline. Set up execution via Unity License Server or Build Automation, configure reports.

Documentation. Describe adding new tests so team maintains coverage independently.

Task volume Estimated timeline
Test Framework setup + 10–15 basic tests 3–5 days
Complete test set (50–80 tests) + CI 2–4 weeks
VR project with XRSimulated tests 3–5 weeks

Cost is determined individually after analyzing project architecture.