Version: 2020.1
LanguageEnglish
  • C#

Assert.AreApproximatelyEqual

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static void AreApproximatelyEqual(float expected, float actual);
public static void AreApproximatelyEqual(float expected, float actual, string message);
public static void AreApproximatelyEqual(float expected, float actual, float tolerance);
public static void AreApproximatelyEqual(float expected, float actual, float tolerance, string message);

Parameters

tolerance Tolerance of approximation.
expected The assumed Assert value.
actual The exact Assert value.
message The string used to describe the Assert.

Description

Assert the values are approximately equal.

An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.

Note: Every time you call the method with tolerance specified, a new instance of FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreApproximatelyEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.

using UnityEngine;
using UnityEngine.Assertions;

public class AssertionExampleClass : MonoBehaviour { void Update() { // Make sure the position of the GameObject is always in the center of the Scene. // AreApproximatelyEqual should be used for comparing floating point variables. // Unless specified, default error tolerance will be used. Assert.AreApproximatelyEqual(0.0f, transform.position.x); Assert.AreApproximatelyEqual(0.0f, transform.position.y); Assert.AreApproximatelyEqual(0.0f, transform.position.z); } }

Did you find this page useful? Please give it a rating: