The [UnitySetUp]
and [UnityTearDown]
attributes are equivalent to the NUnit [SetUp]
and [TearDown]
attributes, with the exception that they allow for yielding instructions for the Unity Editor. The [UnitySetUp]
and [UnityTearDown]
attributes expect a return type of IEnumerator.
The [UnityOneTimeSetUp]
and [UnityOneTimeTearDown]
attributes are equivalent to the NUnit [OneTimeSetUp]
and [OneTimeTearDown]
attributes, with the exception that they allow for yielding instructions for the Unity Editor. The [UnityOneTimeSetUp]
and [UnityOneTimeTearDown]
attributes expect a return type of IEnumerator.
For more information and usage examples, refer to the respective API references for [UnitySetUp]
, [UnityTearDown]
, [UnityOneTimeSetUp]
, and [UnityOneTimeTearDown]
.
[UnitySetUp]
and [UnityTearDown]
can be used with either the [Test]
or [UnityTest]
test attributes. In both cases the relative execution order of Unity and non-Unity [SetUp]
and [TearDown]
attributes is the same. The only difference is that a [UnityTest]
allows for yielding instructions during the test that can result in a domain reload, in which case the non-Unity [SetUp]
methods are re-run before proceeding to the second part of the test.
The term base in the execution order denotes a base class from which a test class inherits. UnitySetUp
and UnityTearDown
follow the same pattern as NUnit SetUp
and TearDown
attributes in determining execution order between base classes and their derivatives. SetUp
methods are called on base classes first, and then on derived classes. TearDown
methods are called on derived classes first, and then on the base class. For more information, refer to the NUnit Documentation.
The following example demonstrates a base and derived class. You can verify the execution order through the order of messages printed in the console:
public class BaseClass
{
[OneTimeSetUp]
public void OneTimeSetUp()
{
Debug.Log("OneTimeSetUp Base");
}
[SetUp]
public void SetUp()
{
Debug.Log("SetUp Base");
}
[UnitySetUp]
public IEnumerator UnitySetUp()
{
Debug.Log("UnitySetup Base");
yield return null;
}
[TearDown]
public void TearDown()
{
Debug.Log("TearDown Base");
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
Debug.Log("UnityTearDown Base");
yield return null;
}
}
public class DerivedClass: BaseClass
{
[OneTimeSetUp]
public new void OneTimeSetUp()
{
Debug.Log("OneTimeSetUp");
}
[SetUp]
public new void SetUp()
{
Debug.Log("SetUp");
}
[UnitySetUp]
public new IEnumerator UnitySetUp()
{
Debug.Log("UnitySetup");
yield return null;
}
[Test]
public void UnitTest()
{
Debug.Log("Test");
}
[UnityTest]
public IEnumerator UnityTest()
{
Debug.Log("UnityTest before yield");
yield return null;
Debug.Log("UnityTest after yield");
}
[TearDown]
public new void TearDown()
{
Debug.Log("TearDown");
}
[UnityTearDown]
public new IEnumerator UnityTearDown()
{
Debug.Log("UnityTearDown");
yield return null;
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
Debug.Log("OneTimeTearDown");
}
}
Edit mode tests can yield instructions that result in a domain reload. On domain reload, all non-Unity actions (such as OneTimeSetup
and Setup
) are rerun before the code that initiated the domain reload continues. Unity actions (such as UnitySetup
) are not rerun. If the Unity action is the code that initiated the domain reload, then the rest of the code in the UnitySetup
method runs after the domain reload.
The following example demonstrates base and derived classes with a domain reload:
public class BaseClass
{
[OneTimeSetUp]
public void OneTimeSetUp()
{
Debug.Log("OneTimeSetUp Base");
}
[SetUp]
public void SetUp()
{
Debug.Log("SetUp Base");
}
[UnitySetUp]
public IEnumerator UnitySetUp()
{
Debug.Log("UnitySetup Base");
yield return null;
}
[TearDown]
public void TearDown()
{
Debug.Log("TearDown Base");
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
Debug.Log("UnityTearDown Base");
yield return null;
}
}
public class DerivedClass: BaseClass
{
[OneTimeSetUp]
public new void OneTimeSetUp()
{
Debug.Log("OneTimeSetUp");
}
[SetUp]
public new void SetUp()
{
Debug.Log("SetUp");
}
[UnitySetUp]
public new IEnumerator UnitySetUp()
{
Debug.Log("UnitySetup");
yield return null;
}
[Test]
public void UnitTest()
{
Debug.Log("Test");
}
[UnityTest]
public IEnumerator UnityTest()
{
Debug.Log("UnityTest before yield");
yield return new EnterPlayMode();
//Domain reload happening
yield return new ExitPlayMode();
Debug.Log("UnityTest after yield");
}
[TearDown]
public new void TearDown()
{
Debug.Log("TearDown");
}
[UnityTearDown]
public new IEnumerator UnityTearDown()
{
Debug.Log("UnityTearDown");
yield return null;
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
Debug.Log("OneTimeTearDown");
}
}
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