docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class SimulationTestRunner

    Window that allows you to run one shot simulation against all the synthetic environments

    Inheritance
    object
    Object
    ScriptableObject
    EditorWindow
    SimulationTestRunner
    Implements
    IHasCustomMenu
    Inherited Members
    EditorWindow.focusedWindowChanged
    EditorWindow.BeginWindows()
    EditorWindow.EndWindows()
    EditorWindow.ShowNotification(GUIContent)
    EditorWindow.ShowNotification(GUIContent, double)
    EditorWindow.RemoveNotification()
    EditorWindow.ShowTab()
    EditorWindow.Focus()
    EditorWindow.ShowUtility()
    EditorWindow.ShowPopup()
    EditorWindow.ShowModalUtility()
    EditorWindow.ShowAsDropDown(Rect, Vector2)
    EditorWindow.Show()
    EditorWindow.Show(bool)
    EditorWindow.ShowAuxWindow()
    EditorWindow.ShowModal()
    EditorWindow.GetWindow(Type, bool, string, bool)
    EditorWindow.GetWindow(Type, bool, string)
    EditorWindow.GetWindow(Type, bool)
    EditorWindow.GetWindow(Type)
    EditorWindow.GetWindowWithRect(Type, Rect, bool, string)
    EditorWindow.GetWindowWithRect(Type, Rect, bool)
    EditorWindow.GetWindowWithRect(Type, Rect)
    EditorWindow.GetWindow<T>()
    EditorWindow.GetWindow<T>(bool)
    EditorWindow.GetWindow<T>(bool, string)
    EditorWindow.GetWindow<T>(string)
    EditorWindow.GetWindow<T>(string, bool)
    EditorWindow.GetWindow<T>(bool, string, bool)
    EditorWindow.GetWindow<T>(params Type[])
    EditorWindow.GetWindow<T>(string, params Type[])
    EditorWindow.GetWindow<T>(string, bool, params Type[])
    EditorWindow.CreateWindow<T>(params Type[])
    EditorWindow.CreateWindow<T>(string, params Type[])
    EditorWindow.HasOpenInstances<T>()
    EditorWindow.FocusWindowIfItsOpen(Type)
    EditorWindow.FocusWindowIfItsOpen<T>()
    EditorWindow.GetWindowWithRect<T>(Rect)
    EditorWindow.GetWindowWithRect<T>(Rect, bool)
    EditorWindow.GetWindowWithRect<T>(Rect, bool, string)
    EditorWindow.GetWindowWithRect<T>(Rect, bool, string, bool)
    EditorWindow.SaveChanges()
    EditorWindow.DiscardChanges()
    EditorWindow.Close()
    EditorWindow.Repaint()
    EditorWindow.SendEvent(Event)
    EditorWindow.GetExtraPaneTypes()
    EditorWindow.TryGetOverlay(string, out Overlay)
    EditorWindow.OnBackingScaleFactorChanged()
    EditorWindow.dataModeController
    EditorWindow.rootVisualElement
    EditorWindow.overlayCanvas
    EditorWindow.wantsMouseMove
    EditorWindow.wantsMouseEnterLeaveWindow
    EditorWindow.wantsLessLayoutEvents
    EditorWindow.autoRepaintOnSceneChange
    EditorWindow.maximized
    EditorWindow.hasFocus
    EditorWindow.docked
    EditorWindow.focusedWindow
    EditorWindow.mouseOverWindow
    EditorWindow.hasUnsavedChanges
    EditorWindow.saveChangesMessage
    EditorWindow.minSize
    EditorWindow.maxSize
    EditorWindow.title
    EditorWindow.titleContent
    EditorWindow.depthBufferBits
    EditorWindow.antiAlias
    EditorWindow.position
    EditorWindow.windowFocusChanged
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.InstantiateAsync<T>(T, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEditor.MARS.Simulation
    Assembly: Unity.MARS.Editor.dll
    Syntax
    [MovedFrom("Unity.MARS")]
    public class SimulationTestRunner : EditorWindow, IHasCustomMenu

    Fields

    WindowTitle

    Window title

    Declaration
    public const string WindowTitle = "Sim Test Runner"
    Field Value
    Type Description
    string

    Methods

    AddItemsToMenu(GenericMenu)

    Add the window to the MARS menu

    Declaration
    public void AddItemsToMenu(GenericMenu menu)
    Parameters
    Type Name Description
    GenericMenu menu

    Menu to add the window option too

    InitWindow()

    Create the SimulationTestRunner window

    Declaration
    [MenuItem("Window/MARS/Sim Test Runner", priority = 1024)]
    public static void InitWindow()

    OnEnable()

    This function is called when the object is loaded.

    Declaration
    public void OnEnable()

    OnGUI()

    Window's GUI is drawn here

    Declaration
    public void OnGUI()

    RenderTextureToPreview(RenderTexture)

    Converts a render texture to a Texture2D for use in the window

    Declaration
    public static Texture2D RenderTextureToPreview(RenderTexture rt)
    Parameters
    Type Name Description
    RenderTexture rt

    Render texture to convert to a Texture 2D

    Returns
    Type Description
    Texture2D

    New Texture2D from a RenderTexture

    Implements

    IHasCustomMenu

    Extension Methods

    MarsEditorUtils.MarsCustomMenuOptions(EditorWindow, GenericMenu)
    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)