Interface ITestDataDescriptor
Describes a set of test data assets a test declares (typically through RequireTestDataAttribute): packed into a content bundle for player builds, loaded through GraphicsTestData.
Namespace: UnityEngine.TestTools.Graphics
Assembly: UnityEngine.TestTools.Graphics.dll
Syntax
public interface ITestDataDescriptor
Properties
AssetPatterns
The declared asset paths or wildcard patterns, e.g. "Assets/Scenes/500_SSAO/*.exr".
Declaration
IEnumerable<string> AssetPatterns { get; }
Property Value
| Type | Description |
|---|---|
| IEnumerable<string> |
BundleName
The logical bundle name: identical at build and run time, and descriptors sharing it merge into one bundle.
Declaration
string BundleName { get; }
Property Value
| Type | Description |
|---|---|
| string |
Methods
GetAddressableName(string)
Maps a source asset path to the name used to address it in the bundle. The default implementation returns the asset path unchanged, which preserves AssetBundle's native addressing: assets load by full path or by file name. Override to define custom keys.
Declaration
string GetAddressableName(string assetPath)
Parameters
| Type | Name | Description |
|---|---|---|
| string | assetPath | The project-relative path of a declared asset. |
Returns
| Type | Description |
|---|---|
| string | The addressable name for the asset. |
GetAssetPaths()
Expands AssetPatterns to concrete project-relative asset paths. This runs where the project files exist (the Editor and the build machine); players never call it.
Declaration
IEnumerable<string> GetAssetPaths()
Returns
| Type | Description |
|---|---|
| IEnumerable<string> | The project-relative paths of every declared asset. |