docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Tests

    glTFast comes with a set of unit and integration tests that ensure the software functions without unexpected errors and certify the correctness of the results. Those tests and the assets they require can be found in the tests package under Packages/com.unity.cloud.gltfast.tests.

    Once your project is correctly setup (by either opening one of the provided test projects or following the steps to setup your own project) you'll be able to run all tests via the Test Runner window (under Window → General → Test Runner; see Test Framework documentation for details about running tests).

    Note

    Passing all tests is a requirement for getting a contribution accepted.

    On an unmodified copy of glTFast all tests should pass. Once you start introducing changes it's recommended to periodically check that the tests still pass.

    If a test doesn't succeed you'll have to investigate if it revealed a flaw in you modification or the tests itself needs to be adjusted.

    Adding Tests

    If you add new code to glTFast you should also add tests that certify correctness of the new code.

    For more information about creating and running tests, consult the documentation of the Unity® Test Framework

    Test Assets

    Some tests consume glTF™ files or other kinds of test input data. Those test assets can be found in the hidden directory Packages/com.unity.cloud.gltfast.tests/Assets~.

    When tests are run in Editor playmode, the test assets are loaded from that location directly.

    When tests are run in a player build, GLTFast.Editor.Tests.PreprocessBuild copies all test assets into a directory named gltfast within StreamingAssets, effectively packing the assets with the build and ensuring the files are accessible when the tests are run.

    Caution

    If you ran the tests in a production project, you need to remove the test folders in StreamingAssets to ensure they don't end up in a production build.

    Performance Tests

    glTFast comes with a set of procedurally generated glTFs and tests dedicated to measure and track performance metrics. In order to run the performance tests the Performance Testing Package for Unity Test Framework has to be installed, otherwise they won't show up.

    The glTFs required for the tests have to be generated prior to running the tests by clicking Tools → glTFast → Create performance test glTFs from the main menu.

    Tip

    The performance test can be included or excluded from test runs via the Performance test category they've been assigned to.

    Trademarks

    Unity® is a registered trademark of Unity Technologies.

    Khronos® is a registered trademark and glTF™ is a trademark of The Khronos Group Inc.

    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)