Version: Unity 6.2 (6000.2)
Language : English
6. Asset Change Test
8. Performance Tests

7. Scene Validation Test

Learning Objectives

Test sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
for presence of Sara and Wand game object. Utilize Test Framework feature to make this test use all scenes as fixtures.

Exercise

  1. Create ValidationTest.cs file with a single namespace and two classes SceneValidationTests and GameplayScenesProvider.
  2. In the Tests class create SaraAndWandArePresent test to check that “Sara Variant” and “Wand” game objects are not null.
  3. In the Fixture class GameplayScenesProvider implement IEnumerable<string> and in generator method yield all scenes from EditorBuildSettings.scenes.
  4. Use TestFixture and TestFixtureSource annotations on SceneValidationTests class.
  5. Create a new Empty Scene and attach it to EditorBuildSettings to verify if tests are created dynamically.

Hints

  • TestFixture and TestFixtureSource NUnit annotations require Test Class to be present inside Namespace.
  • To attach a scene to EditorBuildSettings, you need to create a new Scene, and then add it to File > Build Settings.

Solution

ValidationTests.cs

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;

namespace ValidationTests
{
    [TestFixture]
    [TestFixtureSource(typeof(GameplayScenesProvider))]
    public class SceneValidationTests
    {
        private readonly string _scenePath;
    
        public SceneValidationTests(string scenePath)
        {
            _scenePath = scenePath;
        }
        
        [OneTimeSetUp]
        public void LoadScene()
        {
            SceneManager.LoadScene(_scenePath);
        }
        
        [UnityTest]
        public IEnumerator SaraAndWandArePresent()
        {
            yield return waitForSceneLoad();
            var wand = GameObject.Find("Wand");
            var sara = GameObject.Find("Sara Variant");
            
            Assert.NotNull(wand, "Wand object exists");
            Assert.NotNull(sara, "Sara object exists");
        }
        
        IEnumerator waitForSceneLoad()
        {
            while (!SceneManager.GetActiveScene().isLoaded)
            {
                yield return null;
            }
        }
    }
    
    public class GameplayScenesProvider : IEnumerable
    {
        public IEnumerator GetEnumerator()
        {
            foreach (var scene in EditorBuildSettings.scenes)
            {
                if (!scene.enabled || scene.path == null)
                {
                    continue;
                }
    
                yield return scene.path;
            }
        }
    
        IEnumerator IEnumerable.GetEnumerator()
        {
            return GetEnumerator();
        }
    }
}
6. Asset Change Test
8. Performance Tests