Singularity/Library/PackageCache/com.unity.test-framework@1..../Documentation~/reference-attribute-unityte...
2024-05-06 11:45:45 -07:00

52 lines
2.6 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# UnityTest attribute
`UnityTest` attribute is the main addition to the standard [NUnit](http://www.nunit.org/) 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](https://docs.unity3d.com/Manual/Coroutines.html). Whereas Edit Mode tests run in the [EditorApplication.update](https://docs.unity3d.com/ScriptReference/EditorApplication-update.html) callback loop.
The `UnityTest` attribute is, in fact, an alternative to the `NUnit` [Test attribute](https://github.com/nunit/docs/wiki/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](https://docs.unity3d.com/Manual/ExecutionOrder.html).
## 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:
```C#
[UnityTest]
public IEnumerator EditorUtility_WhenExecuted_ReturnsSuccess()
{
var utility = RunEditorUtilityInTheBackground();
while (utility.isRunning)
{
yield return null;
}
Assert.IsTrue(utility.isSuccess);
}
```
## Play Mode example
In Play Mode, a test runs as a coroutine attached to a [MonoBehaviour](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html). So all the yield instructions available in coroutines, are also available in your test.
From a Play Mode test you can use one of Unitys [Yield Instructions](https://docs.unity3d.com/ScriptReference/YieldInstruction.html):
- [WaitForFixedUpdate](https://docs.unity3d.com/ScriptReference/WaitForFixedUpdate.html): to ensure changes expected within the next cycle of physics calculations.
- [WaitForSeconds](https://docs.unity3d.com/ScriptReference/WaitForSeconds.html): 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`:
```c#
[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);
}
```