gum-unit-tests
Reference guide for writing unit tests in the Gum repository. Load this when writing or modifying tests in Gum.ProjectServices.Tests, Gum.Cli.Tests, or any other Gum test project.
Best use case
gum-unit-tests is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Reference guide for writing unit tests in the Gum repository. Load this when writing or modifying tests in Gum.ProjectServices.Tests, Gum.Cli.Tests, or any other Gum test project.
Teams using gum-unit-tests should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/gum-unit-tests/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How gum-unit-tests Compares
| Feature / Agent | gum-unit-tests | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Reference guide for writing unit tests in the Gum repository. Load this when writing or modifying tests in Gum.ProjectServices.Tests, Gum.Cli.Tests, or any other Gum test project.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Gum Unit Test Reference ## Test Projects | Project | Location | What it tests | |---------|----------|---------------| | **`MonoGameGum.Tests`** | `MonoGameGum.Tests/` | **Default project for new tests.** MonoGame runtime, Forms controls, rendering, localization, data types — anything not specific to V2/V3 visuals or integration | | `Gum.ProjectServices.Tests` | `Tests/Gum.ProjectServices.Tests/` | Headless services: error checking, codegen, font generation, project loading | | `Gum.Cli.Tests` | `Tests/Gum.Cli.Tests/` | CLI command exit codes and output | | `MonoGameGum.Tests.V2` | `Tests/MonoGameGum.Tests.V2/` | Tests specific to V2 default visuals | | `MonoGameGum.Tests.V3` | `Tests/MonoGameGum.Tests.V3/` | Tests specific to V3 default visuals | | `MonoGameGum.IntegrationTests` | `Tests/MonoGameGum.IntegrationTests/` | Requires a real `GraphicsDevice`: content loading, renderer teardown, full `GumService` lifecycle | **When in doubt, put tests in `MonoGameGum.Tests/`.** Only use V2/V3 projects for tests that exercise visual-version-specific behavior. ## Key Rules - Always use **Shouldly** — never xUnit `Assert`. Alphabetize test methods within a class. - Disable parallel execution in every test project (`[assembly: CollectionBehavior(DisableTestParallelization = true)]`) — Gum uses global singletons. - Use named parameters for boolean literals. ## Headless Tests (ProjectServices, MonoGameGum.Tests.V2) Read `BaseTestClass` before adding setup — it handles singleton init, a ready-made `GumProjectSave`, and `Dispose` cleanup. Don't repeat that in subclasses. Every `StateSave` must have `ParentContainer` set — `GetValueRecursive` traverses via that field and silently misbehaves or throws when it is null. Use `ScreenSave` for standalone state tests (no base type, no StandardElementsManager fallback). `InternalsVisibleTo` is set up in `Gum.ProjectServices.csproj` for `Gum.ProjectServices.Tests` — internal members are directly accessible. ## Integration Tests (MonoGameGum.IntegrationTests) Use this project for anything requiring a real `GraphicsDevice`. Each test creates a minimal nested `Game` subclass, calls `game.RunOneFrame()` to trigger `Initialize`, then asserts. See `Tests/MonoGameGum.IntegrationTests/MonoGameGum/GumServiceUnitTests.cs` for the established pattern. Always call `LoaderManager.Self?.DisposeAndClear()` in the `Game.Dispose` override to prevent state leaking across tests via the singleton.
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