# Tooling tests Standard-library `unittest` tests for the host-side tools in `Tools/`. They never start Blender, Unreal, or the game; anything that needs those processes is verified by the tool itself and recorded in `Docs/release-checks.md` instead. Run from the repository root: ```bash python3 -m pip install -r requirements-tools.txt python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py' ``` The `-t Tools` top-level directory is required: the tests import the tool modules by their plain names (`import input_emulation`), which is why `Tools/tests/` carries an `__init__.py`. Individual test: ```bash python3 -m unittest Tools.tests.test_input_emulation -v ``` ## What belongs here Test the **pure** parts — argument parsing, key/coordinate encoding, geometry maths, licence gating, report formatting, decision classification. Network, Blender and Unreal calls stay out: a test that needs a paid API, a display, or an engine process is a manual check, not a unit test. When a tool's logic is buried in `main()`, extract it into a function so it can be tested directly. That is a tooling improvement, not test scaffolding. Geo (`Geo/tools/`) and Blender (`Art/blender/*/`) builders are tested the same way once their pure parts are extracted; note the module path in the test.