Move through the T-drill with sharp changes of direction. Sprint, decelerate into the shuffle, stay low and quick through the laterals, and control the backpedal, keeping the feet fast at every change.
Set a T with cones: a base, a top-centre cone, and one cone each side of it. Sprint from the base to the top, shuffle to one side cone, shuffle across to the other, shuffle back to the middle, then backpedal to the base. Stay low and face forward through the laterals. Time it to test, and repeat with full recovery to develop agility.
A test you do not record is just a drill. The T-drill exists to produce a number, and a squad that runs it every few weeks without ever writing the times down has converted a measurement tool into an ordinary agility exercise, which wastes something that could have told them whether anything is improving.
Recorded properly it does two useful things. It gives an individual player evidence of progress, which motivates in a way a coach's opinion does not, and it flags the player whose time has gone backwards, which occasionally surfaces a niggling injury before the player thinks to mention it.
The technique points matter because they are what the number is measuring. Stay low through the lateral shuffles, face forward throughout, and do not cross the feet, because crossing turns a shuffle into a run and produces a quicker time that means nothing. Decelerating under control before each cone is where the time is genuinely won or lost, and it is the part players neglect in favour of sprinting the straights.
Now the honest limitation. This is a closed test on a known route, and closed agility correlates only loosely with agility in a match, where every change of direction is a reaction to an opponent. A player can improve his T-drill time considerably without becoming better at changing direction in a game.
So use it as a fitness marker and a movement-quality check, and do not present it to players as a measure of how good a footballer they are.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.