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Provides custom attributes, comparers, and constraints useful for testing with Unity Test Framework

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Test helper library for Unity Test Framework

Meta file check Test openupm

Provides custom attributes, comparers, and constraints useful for testing with Unity Test Framework.

Required Unity 2019 LTS or later.

Features

Attributes

FocusGameView

FocusGameViewAttribute is an NUnit test attribute class to focus GameView or SimulatorWindow before running the test.

This attribute can attach to test method, test class (TestFixture), and test assembly. Can be used with sync Test, async Test, and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    [FocusGameView]
    public void MyTestMethod()
    {
        // e.g., Test using InputEventTrace of Input System package.
    }
}

Note

In batchmode, open GameView window.

GameViewResolution

GameViewResolutionAttribute is an NUnit test attribute class to set custom resolution to GameView before running the test.

This attribute can attach to test method, test class (TestFixture), and test assembly. Can be used with async Test and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [UnityTest]
    [GameViewResolution(640, 480, "VGA")]
    public IEnumerator MyTestMethod()
    {
        yield return null; // Wait for one frame to apply resolution.

        // e.g., Test using GraphicRaycaster.
    }
}

Warning

Wait for one frame to apply resolution. However, if used with CreateSceneAttribute or LoadSceneAttribute, wait is not necessary.

Note

In batchmode, open GameView window.

GizmosShowOnGameView

GizmosShowOnGameViewAttribute is an NUnit test attribute class to show/hide Gizmos on GameView during the test running.

This attribute can attach to test method only. Can be used with sync Test, async Test, and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    [GizmosShowOnGameView(true)]
    public void MyTestMethod()
    {
        // Show Gizmos on GameView during the test running.
    }
}

Note

In batchmode, open GameView window.

IgnoreBatchMode

IgnoreBatchModeAttribute is an NUnit test attribute class to skip the test execution when run tests with -batchmode from the commandline.

This attribute can attach to test method, test class (TestFixture), and test assembly. Can be used with sync Test, async Test, and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [UnityTest]
    [IgnoreBatchMode("Using WaitForEndOfFrame.")]
    public IEnumerator MyTestMethod()
    {
        // e.g., Test needs to take a screenshot.

        yield return new WaitForEndOfFrame();
        ImageAssert.AreEqual(expectedTexture, Camera.main, settings);
    }
}

IgnoreWindowMode

IgnoreWindowModeAttribute is an NUnit test attribute class to skip the test execution when run tests on Unity editor window.

This attribute can attach to test method, test class (TestFixture), and test assembly. Can be used with sync Test, async Test, and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    [IgnoreWindowMode("Requires command line arguments")]
    public void MyTestMethod()
    {
        var args = Environment.GetCommandLineArgs();
        Assert.That(args, Does.Contain("-arg1"));
    }
}

UnityVersion

UnityVersionAttribute is an NUnit test attribute class to skip the test run if Unity version is older and/or newer than specified.

This attribute can attach to test method, test class (TestFixture), and test assembly. Can be used with sync Test, async Test, and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    [UnityVersion(newerThanOrEqual: "2022")]
    public void MyTestMethod()
    {
        // Test run only for Unity 2022.1.0f1 or later.
    }

    [Test]
    [UnityVersion(olderThan: "2019.4.0f1")]
    public void MyTestMethod()
    {
        // Test run only for Unity older than 2019.4.0f1.
    }
}

CreateScene

CreateSceneAttribute is an NUnit test attribute class to create a new scene before running the test.

It has the following benefits:

  • Can be use same code for running Edit Mode tests, Play Mode tests in Editor, and on Player

This attribute can attach to test method only. Can be used with sync Test, async Test, and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    [CreateScene(camera: true, light: true)]
    public void MyTestMethod()
    {
        var camera = GameObject.Find("Main Camera");
        Assert.That(camera, Is.Not.Null);

        var light = GameObject.Find("Directional Light");
        Assert.That(light, Is.Not.Null);
    }
}

Note

This process runs after OneTimeSetUp and before SetUp

Note

Create or not Main Camera and Directional Light can be specified with parameters (default is not create)

LoadScene

LoadSceneAttribute is a NUnit test attribute class that loads a scene before running the test.

It has the following benefits:

  • Can be use same code for running Edit Mode tests, Play Mode tests in Editor, and on Player.
  • Can be specified scenes that are NOT in "Scenes in Build".
  • Can be specified scene path by glob pattern. However, there are restrictions, top level and scene name cannot be omitted.
  • Can be specified scene path by relative path from the test class file.

This attribute can attach to the test method only. It can be used with sync Tests, async Tests, and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    [LoadScene("Assets/MyTests/Scenes/TestScene.unity")]
    public void MyTestMethod()
    {
        var cube = GameObject.Find("Cube in TestScene");
        Assert.That(cube, Is.Not.Null);
    }

    [Test]
    [LoadScene("Packages/YourPackageName/**/SampleScene.unity")]
    public void UsingGlobPattern()
    {
        // snip
    }

    [Test]
    [LoadScene("../../Scenes/SampleScene.unity")]
    public void UsingRelativePath()
    {
        // snip
    }
}

Note

This process runs after OneTimeSetUp and before SetUp. If you want to load during SetUp and testing, use BuildSceneAttribute and SceneManagerHelper method instead.

Note

Scene file path is starts with Assets/ or Packages/ or .. And package name using name instead of displayName, when scenes in the package. (e.g., Packages/com.nowsprinting.test-helper/Tests/Scenes/Scene.unity)

BuildScene

BuildSceneAttribute is a NUnit test attribute class that build a scene before running the test on player.

It has the following benefits:

  • Can be specified scenes that are NOT in "Scenes in Build".
  • Can be specified scene path by glob pattern. However, there are restrictions, top level and scene name cannot be omitted.
  • Can be specified scene path by relative path from the test class file.

This attribute can attach to test method, test class (TestFixture), and test assembly. It can be used with sync Tests, async Tests, and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    [BuildScene("../../Scenes/SampleScene.unity")]
    public void MyTestMethod()
    {
        // Setup before load scene

        // Load scene
        await SceneManagerHelper.LoadSceneAsync("../../Scenes/SampleScene.unity");

        // Excercise the test
    }
}

Note

Scene file path is starts with Assets/ or Packages/ or .. And package name using name instead of displayName, when scenes in the package. (e.g., Packages/com.nowsprinting.test-helper/Tests/Scenes/Scene.unity)

TakeScreenshot

TakeScreenshotAttribute is an NUnit test attribute class to take a screenshot and save it to a file after running the test.

Default save path is "Application.persistentDataPath/TestHelper/Screenshots/CurrentTest.Name.png". You can specify the save directory and/or filename by arguments. Directory can also be specified by command line arguments -testHelperScreenshotDirectory.

This attribute can attach to test method only. Can be used with sync Test, async Test, and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    [TakeScreenshot]
    public void MyTestMethod()
    {
        // Take screenshot after running the test.
    }
}

Warning

Do not attach to Edit Mode tests.

Warning

GameView must be visible. Use FocusGameViewAttribute or GameViewResolutionAttribute if running on batch mode.

Note

If you want to take screenshots at any time, use the ScreenshotHelper class.

TimeScale

TimeScaleAttribute is an NUnit test attribute class to change the Time.timeScale during the test running.

This attribute can attach to test method only. Can be used with sync Test, async Test, and UnityTest.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    [TimeScale(2.0f)]
    public void MyTestMethod()
    {
        // Running at 2x speed.
    }
}

Comparers

GameObjectNameComparer

GameObjectNameComparer is a NUnit test comparer class that compares two GameObject by name.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    public void MyTestMethod()
    {
        var actual = GameObject.FindObjectsOfType<GameObject>();
        Assert.That(actual, Does.Contain(new GameObject("test")).Using(new GameObjectNameComparer()));
    }
}

XDocumentComparer

XDocumentComparer is a NUnit test comparer class that loosely compares XDocument.

It only compares the attributes and values of each element in the document unordered. XML declarations and comments are ignored.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    public void MyTestMethod()
    {
        var x = XDocument.Parse(@"<root><child>value1</child><child attribute=""attr"">value2</child></root>");
        var y = XDocument.Parse(@"<?xml version=""1.0"" encoding=""utf-8""?>
<root><!-- comment --><child attribute=""attr"">value2</child><!-- comment --><child>value1</child></root>");
        // with XML declaration, comments, and different order

        Assert.That(x, Is.EqualTo(y).Using(new XDocumentComparer()));
    }
}

XmlComparer

XmlComparer is a NUnit test comparer class that compares two string as an XML document.

It only compares the attributes and values of each element in the document unordered. XML declarations and comments are ignored, and white spaces, tabs, and newlines before and after the value are ignored.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    public void MyTestMethod()
    {
        var x = @"<root><child>value1</child><child attribute=""attr"">value2</child></root>";
        var y = @"<?xml version=""1.0"" encoding=""utf-8""?>
<root>
  <!-- comment -->
  <child attribute=""attr"">
    value2
  </child>
  <!-- comment -->
  <child>
    value1
  </child>
</root>";

        Assert.That(x, Is.EqualTo(y).Using(new XmlComparer()));
    }
}

Constraints

Destroyed

DestroyedConstraint tests that a GameObject is destroyed.

Usage:

using Is = TestHelper.Constraints.Is;

[TestFixture]
public class MyTestClass
{
    [Test]
    public void MyTestMethod()
    {
        var actual = GameObject.Find("Cube");
        GameObject.DestroyImmediate(actual);

        Assert.That(actual, Is.Destroyed);
    }
}

Note

When used with operators, use it in method style. e.g., Is.Not.Destroyed()

Runtime APIs

TestHelper.RuntimeInternals assembly can be used from the runtime code because it does not depend on test-framework.

Note

The "Define Constraints" is set to UNITY_INCLUDE_TESTS || COM_NOWSPRINTING_TEST_HELPER_ENABLE in this assembly definition files, so it is generally excluded from release builds. To use the feature in release builds, add COM_NOWSPRINTING_TEST_HELPER_ENABLE to the "Define Symbols" at build time.

ScreenshotHelper

ScreenshotHelper is a utility class to take a screenshot and save it to a file.

Default save path is "Application.persistentDataPath/TestHelper/Screenshots/CurrentTest.Name.png". (Replace CurrentTest.Name to caller method name when run in runtime context.) You can specify the save directory and/or filename by arguments. Directory can also be specified by command line arguments -testHelperScreenshotDirectory.

Usage:

[TestFixture]
public class MyTestClass
{
    [UnityTest]
    public IEnumerator MyTestMethod()
    {
        yield return ScreenshotHelper.TakeScreenshot();
    }

    [Test]
    public async Task MyTestMethodAsync()
    {
        var coroutineRunner = new GameObject().AddComponent<CoroutineRunner>();
        await ScreenshotHelper.TakeScreenshot().ToUniTask(coroutineRunner);
    }

    private class CoroutineRunner : MonoBehaviour { }
}

Warning

Do not attach to Edit Mode tests. And must be called from main thread.

Warning

GameView must be visible. Use FocusGameViewAttribute or GameViewResolutionAttribute if running on batch mode.

Warning

Files with the same name will be overwritten. Please specify filename argument when calling over twice in one method.

Warning

UniTask is required to be used from the async method. And also needs coroutineRunner (any MonoBehaviour) because TakeScreenshot method uses WaitForEndOfFrame inside. See more information: https://github.com/Cysharp/UniTask#ienumeratortounitask-limitation

SceneManagerHelper

SceneManagerHelper is a utility class to load the scene file.

It has the following benefits:

  • Can be use same code for running Edit Mode tests, Play Mode tests in Editor, and on Player.
  • Can be specified scene path by glob pattern. However, there are restrictions, top level and scene name cannot be omitted.
  • Can be specified scene path by relative path from the test class file.

Usage:

[TestFixture]
public class MyTestClass
{
    [Test]
    public void MyTestMethod()
    {
        // Setup before load scene

        // Load scene
        await SceneManagerHelper.LoadSceneAsync("../../Scenes/SampleScene.unity");
        
        // Excercise the test
    }
}

Note

Scene file path is starts with Assets/ or Packages/ or .. And package name using name instead of displayName, when scenes in the package. (e.g., Packages/com.nowsprinting.test-helper/Tests/Scenes/Scene.unity)

Note

When loading the scene that is not in "Scenes in Build", use BuildSceneAttribute.

Editor Extensions

Open Persistent Data Directory

Select Window > Open Persistent Data Directory, which opens the directory pointed to by Application.persistentDataPath in the Finder/ File Explorer.

JUnit XML format report

If you specify path with -testHelperJUnitResults command line option, the test result will be written in JUnit XML format when the tests are finished.

Note

The JUnit XML format is the so-called "Legacy." It does not support the "Open Test Reporting format" introduced in JUnit 5.

Installation

You can choose from two typical installation methods.

Install via Package Manager window

  1. Open the Package Manager tab in Project Settings window (Editor > Project Settings)
  2. Click + button under the Scoped Registries and enter the following settings (figure 1.):
    1. Name: package.openupm.com
    2. URL: https://package.openupm.com
    3. Scope(s): com.nowsprinting
  3. Open the Package Manager window (Window > Package Manager) and select My Registries in registries drop-down list (figure 2.)
  4. Click Install button on the com.nowsprinting.test-helper package

Figure 1. Package Manager tab in Project Settings window.

Figure 2. Select registries drop-down list in Package Manager window.

Install via OpenUPM-CLI

If you installed openupm-cli, run the command below:

openupm add com.nowsprinting.test-helper

Add assembly reference

  1. Open your test assembly definition file (.asmdef) in Inspector window
  2. Add TestHelper into Assembly Definition References

License

MIT License

How to contribute

Open an issue or create a pull request.

Be grateful if you could label the PR as enhancement, bug, chore, and documentation. See PR Labeler settings for automatically labeling from the branch name.

How to development

Add this repository as a submodule to the Packages/ directory in your project.

git submodule add https://github.com/nowsprinting/test-helper.git Packages/com.nowsprinting.test-helper

Warning

Required install packages for running tests (when adding to the testables in package.json), as follows:

Generate a temporary project and run tests on each Unity version from the command line.

make create_project
UNITY_VERSION=2019.4.40f1 make -k test

Release workflow

Run Actions > Create release pull request > Run workflow and merge created pull request. (Or bump version in package.json on default branch)

Then, Will do the release process automatically by Release workflow. And after tagging, OpenUPM retrieves the tag and updates it.

Do NOT manually operation the following operations:

  • Create a release tag
  • Publish draft releases