Namespace UnityEngine.TestTools
Classes
ConditionalIgnoreAttribute
This attribute is an alternative to the standard Ignore
attribute in NUnit. It allows for ignoring tests only under a specified condition. The condition evaluates during OnLoad
, referenced by ID.
EnterPlayMode
Implements IEditModeTestYieldInstruction. Creates a yield instruction to enter Play Mode.
ExitPlayMode
Implements IEditModeTestYieldInstruction. A new instance of the class is a yield instruction to exit Play Mode.
LogAssert
A test fails if Unity logs a message other than a regular log or warning message. Use LogAssert
to check for an expected message in the log so that the test does not fail when Unity logs the message.
Use LogAssert.Expect
before running the code under test, as the check for expected logs runs at the end of each frame.
A test also reports a failure, if an expected message does not appear, or if Unity does not log any regular log or warning messages.
LogAssert
lets you expect Unity log messages that would otherwise cause the test to fail.
MonoBehaviourTest<T>
This is a wrapper that allows running tests on MonoBehaviour scripts. Inherits from CustomYieldInstruction.
PostBuildCleanupAttribute
PostBuildCleanup attributes run if the respective test or test class is in the current test run. The test is included either by running all tests or setting a filter that includes the test. If multiple tests reference the same pre-built setup or post-build cleanup, then it only runs once.
PrebuildSetupAttribute
PrebuildSetup attribute run if the test or test class is in the current test run. The test is included either by running all tests or setting a filter that includes the test. If multiple tests reference the same pre-built setup or post-build cleanup, then it only runs once.
RecompileScripts
RecompileScripts
is an IEditModeTestYieldInstruction that you can yield in Edit Mode tests. It lets you trigger a recompilation of scripts in the Unity Editor.
TestMustExpectAllLogsAttribute
The presence of this attribute will cause the test runner to require that every single log is expected. By
default, the runner will only automatically fail on any error logs, so this adds warnings and infos as well.
It is the same as calling LogAssert.NoUnexpectedReceived()
at the bottom of every affected test.
This attribute can be applied to test assemblies (will affect every test in the assembly), fixtures (will affect every test in the fixture), or on individual test methods. It is also automatically inherited from base fixtures.
The MustExpect property (on by default) lets you selectively enable or disable the higher level value. For
example when migrating an assembly to this more strict checking method, you might attach
[assembly:TestMustExpectAllLogs]
to the assembly itself, but then whitelist failing fixtures and test methods
with [TestMustExpectAllLogs(MustExpect=false)]
until they can be migrated. This also means new tests in that
assembly would be required to have the more strict checking.
UnityPlatformAttribute
Use this attribute to define a specific set of platforms you want or do not want your test(s) to run on.
You can use this attribute on the test method, test class, or test assembly level. Use the supported RuntimePlatform enumeration values to specify the platforms. You can also specify which platforms to test by passing one or more RuntimePlatform
values along with or without the include or exclude properties as parameters to the Platform attribute constructor.
The test(s) skips if the current target platform is:
- Not explicitly specified in the included platforms list
- In the excluded platforms list
UnitySetUpAttribute
The UnitySetUp
and UnityTearDownAttribute attributes are identical to the standard SetUp
and TearDown
attributes, with the exception that they allow for IEditModeTestYieldInstruction. The UnitySetUp
and UnityTearDown
attributes expect a return type of IEnumerator.
public class SetUpTearDownExample
{
[UnitySetUp]
public IEnumerator SetUp()
{
yield return new EnterPlayMode();
}
[Test]
public void MyTest()
{
Debug.Log("This runs inside playmode");
}
[UnityTearDown]
public IEnumerator TearDown()
{
yield return new ExitPlayMode();
}
}
UnityTearDownAttribute
The UnitySetUpAttribute and UnityTearDown
attributes are identical to the standard SetUp
and TearDown
attributes, with the exception that they allow for IEditModeTestYieldInstruction. The UnitySetUp
and UnityTearDown
attributes expect a return type of IEnumerator.
public class SetUpTearDownExample
{
[UnitySetUp]
public IEnumerator SetUp()
{
yield return new EnterPlayMode();
}
[Test]
public void MyTest()
{
Debug.Log("This runs inside playmode");
}
[UnityTearDown]
public IEnumerator TearDown()
{
yield return new ExitPlayMode();
}
}
UnityTestAttribute
UnityTest
attribute is the main addition to the standard NUnit library for the Unity Test Framework. This type of unit test allows you to skip a frame from within a test (so background tasks can finish) or give certain commands to the Unity Editor, such as performing a domain reload or entering Play Mode from an Edit Mode test.
In Play Mode, the UnityTest
attribute runs as a coroutine. Whereas Edit Mode tests run in the EditorApplication.update callback loop.
The UnityTest
attribute is, in fact, an alternative to the NUnit
Test attribute, which allows yielding instructions back to the framework. Once the instruction is complete, the test run continues. If you yield return null
, you skip a frame. That might be necessary to ensure that some changes do happen on the next iteration of either the EditorApplication.update
loop or the game loop.
Edit Mode example
The most simple example of an Edit Mode test could be the one that yields null
to skip the current frame and then continues to run:
[UnityTest]
public IEnumerator EditorUtility_WhenExecuted_ReturnsSuccess()
{
var utility = RunEditorUtilityInTheBackground();
while (utility.isRunning)
{
yield return null;
}
Assert.IsTrue(utility.isSuccess);
}
In Play Mode, a test runs as a coroutine attached to a MonoBehaviour. So all the yield instructions available in coroutines, are also available in your test.
From a Play Mode test you can use one of Unity’s Yield Instructions:
- WaitForFixedUpdate: to ensure changes expected within the next cycle of physics calculations.
- WaitForSeconds: if you want to pause your test coroutine for a fixed amount of time. Be careful about creating long-running tests.
The simplest example is to yield to WaitForFixedUpdate
:
[UnityTest]
public IEnumerator GameObject_WithRigidBody_WillBeAffectedByPhysics()
{
var go = new GameObject();
go.AddComponent<Rigidbody>();
var originalPosition = go.transform.position.y;
yield return new WaitForFixedUpdate();
Assert.AreNotEqual(originalPosition, go.transform.position.y);
}
WaitForDomainReload
WaitForDomainReload is an IEditModeTestYieldInstruction that you can yield in Edit Mode tests. It delays the execution of scripts until after an incoming domain reload. If the domain reload results in a script compilation failure, then it throws an exception.
Interfaces
IEditModeTestYieldInstruction
In an Edit Mode test, you can use IEditModeTestYieldInstruction
interface to implement your own instruction. There are also a couple of commonly used implementations available:
IMonoBehaviourTest
An interface implemented by a MonoBehaviour test.
IOuterUnityTestAction
When implemented by an attribute, this interface implemented to provide actions to execute before setup and after teardown of tests.
IPostBuildCleanup
Implement this interface if you want to define a set of actions to execute as a post-build step. Cleanup runs right away for a standalone test run, but only after all the tests run within the Editor.
IPrebuildSetup
Implement this interface if you want to define a set of actions to run as a pre-build step.
Enums
TestPlatform
A flag indicating the targeted test platforms.