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Unity and Godot projects

Use engine tests and builds as part of the feedback loop.

Reviewed 6 October 2026 · 2 min read

Import example project ↗Two named conversations, shared files, revisions and a preview.

Before you start

Unity needs the matching editor, license and target modules. Godot needs matching export templates and its .NET edition for C#.

Keep project metadata and lockfiles with source so another computer can reproduce the environment.

Step by step

  1. Open the project with its intended engine version.
  2. Build a small scene and test the main mechanic.
  3. In Unity use appropriate EditMode/PlayMode tests; project-owned static editor methods can implement custom builds.
  4. In Godot import, check scripts, run a headless test where useful, then perform visual playtests.
  5. Export a named target preset to a new location and test that artifact.

Try this

Example request

In this Unity project, test the inventory stack limit. Run relevant EditMode tests and check behavior in Play Mode. Keep the installed editor version and show the test report.

Check the result

  • Reports contain executed tests and useful failures.
  • Export templates/modules match the editor.
  • The exported build loads assets and persists data.

If something goes wrong

Importing a project or checking syntax does not prove gameplay.

For a hanging headless test, inspect its exit condition and log before repeatedly extending timeouts.

Further reading

External references inform the guidance; their product-specific features are not promises about Helios.

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