# Write unit tests for untested code in Unity with Atlas in 2026

> Atlas helps Unity developers add real unit tests to untested C# gameplay code, leveraging the Unity Test Framework (NUnit) to match existing repo conventions.

Atlas helps Unity developers in 2026 add real unit tests to untested C# gameplay code, matching existing repository conventions by leveraging the Unity Test Framework (NUnit) and the Unity Package Manager (UPM) for setup. It ensures MonoBehaviour lifecycle order and per-frame allocations are correctly tested.

## Key takeaways

- Atlas adds `Unity Test Framework (NUnit)` tests to C# gameplay code, respecting MonoBehaviour lifecycle.
- Atlas copies existing Unity repository test conventions, ensuring consistency rather than inventing new ones.
- Atlas uses `lsp` to ensure 100% coverage of public Unity module symbols for new tests.
- All Atlas changes, including `dotnet format` applications, require explicit developer approval.
- Atlas helps optimize Unity C# code, such as hoisting `GetComponent` calls to prevent per-frame allocations.

## How Atlas writes Unity unit tests for untested C# code

Atlas helps Unity developers in 2026 add unit tests to untested C# gameplay code by first reading the target module and enumerating its exported symbols using the lsp tool's documentSymbol operation. This ensures no public function is missed, providing 100% coverage for new tests.

To begin writing unit tests for untested Unity C# code, Atlas first uses the `read` tool to ingest the target module's source code. Following this, the `lsp` tool's `documentSymbol` operation is employed to enumerate all exported symbols, such as public methods and properties, within the `MonoBehaviour` scripts or `ScriptableObjects` located in your `Assets/` folder. This comprehensive symbol enumeration ensures that Atlas identifies every public function that requires testing, preventing any gaps in coverage. This initial analysis also allows Atlas to understand the module's structure and identify potential areas for optimization, such as hoisting `GetComponent` calls out of `Update` into `Awake` to prevent per-frame allocations, a common performance concern in Unity gameplay code.

## Matching Unity test conventions with Atlas

To ensure new unit tests integrate direct into an existing Unity project, Atlas uses the grep tool to find an existing test file. This allows Atlas to copy the repository's specific framework, import style, and naming conventions, ensuring consistency across all 2026 test suites.

A critical step in adding new unit tests is to ensure they conform to the existing repository's conventions. Atlas achieves this by using the `grep` tool to search for an existing `Unity Test Framework (NUnit)` test file within your project, typically located under the `Tests/` folder. By analyzing an existing test, Atlas can accurately replicate the project's specific testing framework usage, C# import styles, and naming conventions (e.g., `MyClassTests.cs`, `[Test]`, `[SetUp]`, `Assert.AreEqual`). This approach prevents Atlas from introducing new, unfamiliar patterns, making the newly generated tests immediately recognizable, maintainable, and consistent with the rest of your Unity codebase.

## Writing and running Unity Test Framework (NUnit) tests with Atlas

After understanding the module and its conventions, Atlas drafts the new unit test file using the write tool, which presents a unified diff for approval before any changes are applied to disk. The bash tool then executes the Unity Test Framework (NUnit) suite, providing immediate feedback on the 2026 test results.

Once Atlas has a clear understanding of the module and the project's testing conventions, it proceeds to draft the new unit test file. This is done using the `write` tool, which generates the C# code for the `Unity Test Framework (NUnit)` tests, placing them under the `Tests/` folder as either `EditMode` or `PlayMode` tests. Before any changes are committed to disk, Atlas presents a unified diff for your review and explicit approval. After the test file is written, Atlas uses the `bash` tool to execute the `Unity Test Framework (NUnit)` test suite. This involves running the appropriate command, such as `dotnet test`, to trigger the test runner. Atlas captures the output from the test execution, which can be extensive; output exceeding 2000 lines or 50 KB is truncated, with the full log saved to a file for detailed inspection. The process then iterates with the `edit` tool to fix any failures, and for large modules, the `todowrite` tool helps manage progress until the entire suite is green.

## Reviewing and approving Atlas's Unity code changes

Atlas prioritizes safety and transparency in 2026 by presenting a unified diff for every file edit, including new Unity C# test files, for explicit approval before writing. This allows developers to review changes, especially concerning .meta files or scene YAML, which Atlas never touches without prior consent.

Atlas's workflow is built around developer control and safety. Every proposed change, from drafting new `Unity Test Framework (NUnit)` C# test files to applying `dotnet format` for code style consistency, is presented as a unified diff for your explicit approval. This permission-gated approach ensures that you, the Unity developer, have the final say before any modifications are written to disk. Atlas operates with a read-only plan agent before switching to a build agent, further enhancing safety. Crucially, Atlas never modifies sensitive Unity-specific files like `.meta` files or scene YAML without first showing you the proposed changes and receiving your explicit consent. Atlas also integrates with `git`, allowing it to read branches, status, and diffs, and can stage and create commits on your behalf, with file changes snapshotted as `git` patches for easy diffing and rollback.

## Steps

1. Run Atlas in your Unity project, ensuring the `Assets/` folder and `Packages/manifest.json` are present for proper context indexing.
2. Use `atlas read <module_path>` to ingest your Unity C# module, then `atlas lsp documentSymbol <module_path>` to enumerate all its exported symbols for comprehensive test coverage.
3. Execute `atlas grep "\[Test\]"` within your `Tests/` folder to locate an existing `Unity Test Framework (NUnit)` test file and adopt its conventions for new tests.
4. Draft the new `Unity Test Framework (NUnit)` test file (e.g., `Assets/Tests/MyModuleTests.cs`) using `atlas write`, carefully reviewing the presented diff for approval.
5. Run the newly added `Unity Test Framework (NUnit)` tests with `atlas bash "dotnet test"` (or your project's specific command) and analyze the output for any failures.
6. Iterate on test fixes using `atlas edit <test_file_path>` and manage progress with `atlas todowrite` for large modules, re-running tests until the suite is green.
7. Review the final changes, including any `dotnet format` applications, and approve Atlas's proposed `git commit` to integrate the new tests into your Unity project.

## FAQ

### How does Atlas ensure new Unity tests match my project's style?

Atlas uses the `grep` tool to locate existing `Unity Test Framework (NUnit)` test files within your Unity project, typically under `Tests/`. It then analyzes these files to adopt your repository's specific framework, import style, and naming conventions, ensuring new tests integrate direct.

### Can Atlas test Unity MonoBehaviour lifecycle methods?

Yes, Atlas is designed to work with Unity C# gameplay code, including `MonoBehaviour` scripts. It can add `Unity Test Framework (NUnit)` `EditMode` and `PlayMode` tests under `Tests/` to verify `Awake`, `Update`, and other lifecycle methods, ensuring correct behavior and performance, such as preventing per-frame allocations.

### What Unity tools does Atlas integrate with for testing?

Atlas directly integrates with the `Unity Test Framework (NUnit)` for test execution and `dotnet format` for code formatting. It also understands `Unity Package Manager (UPM)` resolved packages and Unity-specific file structures like `Assets/` and `Packages/manifest.json`.

### How does Atlas handle large Unity modules with many untested functions?

For large Unity modules, Atlas uses the `todowrite` tool to manage progress, breaking down the task of writing tests into manageable steps. It enumerates all exported symbols with `lsp` and allows iterative development, ensuring comprehensive testing without overwhelming the developer.

### Is it safe to let Atlas modify my Unity project files?

Yes, Atlas is designed with safety in mind. It drafts a plan in a read-only agent and presents a unified diff for every proposed file edit, including new C# test files, for your explicit approval before writing. Atlas never touches `.meta` files or scene YAML without showing you first.

### How does Atlas run the Unity unit tests?

Atlas uses the `bash` tool to execute the `Unity Test Framework (NUnit)` test suite. This typically involves running `dotnet test` or a similar command that triggers the test runner. Atlas captures the output, truncating logs over 2000 lines or 50 KB, and saves the full log to a file for detailed review.

### Can Atlas help optimize Unity C# code while adding tests?

Yes, Atlas can identify and suggest optimizations in Unity C# gameplay code. For example, it can recommend hoisting a `GetComponent` call out of `Update` and caching it in `Awake` to prevent unnecessary per-frame allocations, improving game performance.

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Canonical HTML: https://runatlas.sh/resources/stacks/write-unit-tests-for-untested-code-in-unity
Source of truth: aeo_pages row `/resources/stacks/write-unit-tests-for-untested-code-in-unity` (segment: Stacks) (this file is generated from it, never hand-edited).
Licence: Atlas is proprietary with a free core. It is not open source and there is no public source repository.
