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Play & Test Mode

Play & Test Mode turns Claunity into a QA engineer. It enters Play Mode, captures your Game View, reads the console, and returns a structured report — what's working, what's broken, and specific recommendations for fixing each issue.

When to use Test Mode

After implementing a feature. Before a milestone. Whenever you want a second opinion on how your game looks and behaves — without manually clicking through it yourself.


Running a test session

  1. Switch to the TEST tab
  2. Make sure your scene is set up and ready to play
  3. Click ▶ Run Test at the bottom of the panel
  4. Claunity enters Play Mode automatically
  5. It captures a Game View screenshot and reads all console output
  6. Play Mode exits and Claunity generates the report

What gets captured

A Game View screenshot (what the player sees) and all console messages — errors, warnings, and logs — collected during the session. Claunity analyzes both together.


The test report

The report is always structured into the same five sections:

WORKING

What looks and functions correctly. One or two sentences.

ERRORS

Each console error on its own line, or "None".

WARNINGS

Console warnings that may indicate problems.

VISUAL

Visual observations from the screenshot — layout, UI, rendering.

RECOMMENDATIONS

Numbered action items. Each is a complete, self-contained instruction you can send back to Claunity to fix.


Acting on recommendations

Each recommendation in the report is a ready-to-send instruction. Click any recommendation chip to send it directly to Vibe Mode — Claunity will fix that specific issue immediately.

For example, a recommendation might look like:

1. [Fix NullReference] In EnemyAI.cs line 47, target is not assigned before use — add a null check before calling target.position to prevent the NullReferenceException shown in the console.

Apply this fix →

You can run another test session immediately after fixing to verify the issue is resolved.


Tips

Test after every major change

Run a quick test session after finishing each feature. Catching a NullReference or a broken UI layout early is much easier than debugging three features worth of changes at once.

Use it with Project Mode

After Project Mode builds the skeleton, run a test session to see the current state — what compiled, what's rendering, what errors appeared. Then use Vibe Mode to fix anything the report flags.

The screenshot tells a story

Even if there are no console errors, the visual section of the report catches things like: UI elements off-screen, wrong camera angle, missing textures, objects clipping through terrain. Check it even when you think everything is fine.