Custom attributes, comparers, and constraints for writing more expressive tests in Unity Test Framework.
Required Unity 2019 LTS or later.
BuildSceneAttribute is a NUnit test attribute class that build a scene before running the test on player.
This attribute has the following benefits:
- Scenes that are NOT in "Scenes in Build" can be specified.
- The scene file path can be specified as a relative path from the test class file.
This attribute can be placed on the test method, the test class (TestFixture), and the test assembly.
Can be used with sync Test, async Test, and UnityTest.
Usage:
[TestFixture]
public class MyTestClass
{
[Test]
[BuildScene("Assets/Path/To/Tests/Scenes/TestScene.unity")]
public void MyTestMethod()
{
// Setup before load scene
// Load scene
await SceneManagerHelper.LoadSceneAsync("Assets/Path/To/Tests/Scenes/TestScene.unity");
// Excercise the test
}
[Test]
[BuildScene("../../Scenes/SampleScene.unity")]
public void UsingRelativePath()
{
// snip
}
}Note
If you want to load the scene before the test, use LoadSceneAttribute instead.
CreateSceneAttribute is an NUnit test attribute class to create a new scene and activate it before running the test.
This attribute has the following benefits:
- Can use the same code for running Edit Mode tests, Play Mode tests in Editor, and on Player
This attribute can be placed on the 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);
}
}Tip
If you want to unload other scenes, specify the unloadOthers option.
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)
FocusGameViewAttribute is an NUnit test attribute class to focus GameView or SimulatorWindow before running the test.
This attribute can be placed on the test method, the test class (TestFixture), and the 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.
GameViewResolutionAttribute is an NUnit test attribute class to set custom resolution to GameView before running the test.
This attribute can be placed on the test method, the test class (TestFixture), and the 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.
}
}Important
Wait for one frame to apply resolution. However, if used with CreateSceneAttribute or LoadSceneAttribute, wait is not necessary.
Note
In batchmode, open GameView window.
GizmosShowOnGameViewAttribute is an NUnit test attribute class to show/hide Gizmos on GameView during the test running.
This attribute can be placed on the 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.
IgnoreBatchModeAttribute is an NUnit test attribute class to skip the test execution when run tests with -batchmode from the commandline.
This attribute can be placed on the test method, the test class (TestFixture), and the 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);
}
}IgnoreWindowModeAttribute is an NUnit test attribute class to skip the test execution when run tests on Unity editor window.
This attribute can be placed on the test method, the test class (TestFixture), and the 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"));
}
}LoadAssetAttribute is a NUnit test attribute class that loads an asset file at the specified path into the field before running the test.
This attribute has the following benefits:
- The same code can be used for Edit Mode tests and Play Mode tests in Editor and on Player.
- The asset file path can be specified as a relative path from the test class file.
This attribute can be placed on the field only.
Usage:
[TestFixture]
public class MyTestClass
{
[LoadAsset("Assets/Path/To/Tests/Prefabs/Cube.prefab")]
private GameObject _prefab;
[LoadAsset("../../Prefabs/Sphere.prefab")]
private GameObject _relative;
[OneTimeSetUp]
public void OneTimeSetUp()
{
LoadAssetAttribute.LoadAssets(this); // Must call this method to load assets.
}
[Test]
public void MyTestMethod()
{
Assume.That(_prefab, Is.Not.Null); // Already loaded and set to the field.
}
}Important
Tests that use this attribute must call the LoadAssets static method from the OneTimeSetUp.
Note
Properties are not supported. You can place attributes in fields by specifying [field: LoadAsset].
Note
The Resources folder copied to run tests on the player is deleted after the run finishes. However, if post-processing is not performed, such as if the Unity editor crashes, the "Assets/com.nowsprinting.test-helper/Resources" folder will remain. Recommend adding "/Assets/com.nowsprinting.test-helper*" to your project .gitignore file.
Note
Loads asset with AssetDatabase.LoadAssetAtPath(string,Type) in the editor, and Resources.Load(string,Type) on the player.
Asset settings such as image format will conform to the .meta file.
LoadSceneAttribute is a NUnit test attribute class that loads a scene before running the test.
This attribute has the following benefits:
- The same code can be used for Edit Mode tests and Play Mode tests in Editor and on Player.
- Scenes that are NOT in "Scenes in Build" can be specified.
- The scene file path can be specified as a relative path from the test class file.
This attribute can be placed on the test method only.
Can be used with sync Test, async Test, and UnityTest.
Usage:
[TestFixture]
public class MyTestClass
{
[Test]
[LoadScene("Assets/Path/To/Tests/Scenes/TestScene.unity")]
public void MyTestMethod()
{
var cube = GameObject.Find("Cube in TestScene");
Assert.That(cube, Is.Not.Null);
}
[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
If you use the Raycaster in your tests, you must delay one frame after loading the scene.
RecordVideoAttribute is an NUnit test attribute class for recording a video while running the test.
Default save path is "Application.persistentDataPath/TestHelper/Screenshots/TestContext.Test.Name.mp4".
You can specify the save directory by arguments.
Directory can also be specified by command line arguments -testHelperScreenshotDirectory.
This attribute can be placed on the test method only.
Can be used with sync Test, async Test, and UnityTest.
Usage:
[TestFixture]
public class MyTestClass
{
[Test]
[RecordVideo]
public void MyTestMethod()
{
// Recording a video while running the test.
}
}Important
RecordVideoAttribute is an optional functionality. To use it, you need to install the Instant Replay for Unity package v1.0.0 or newer separately via the Package Manager window.
Important
GameView must be visible. Use FocusGameViewAttribute or GameViewResolutionAttribute if running on batchmode.
Important
Do not place on Edit Mode tests.
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/TestContext.Test.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 be placed on the 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.
}
}Important
GameView must be visible. Use FocusGameViewAttribute or GameViewResolutionAttribute if running on batchmode.
Important
Do not place on Edit Mode tests.
Note
If you want to take screenshots at any time, use the ScreenshotHelper class.
TimeScaleAttribute is an NUnit test attribute class to change the Time.timeScale during the test running.
This attribute can be placed on the 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.
}
}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 be placed on the test method, the test class (TestFixture), and the 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 newer (include specified version).
}
[Test]
[UnityVersion(olderThan: "2019.4.0f1")]
public void MyTestMethod()
{
// Test run only for Unity older than 2019.4.0f1 (exclude specified version).
}
}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 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 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()));
}
}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()
TestHelper.Statistics namespace provides utilities for statistical testing, including assertions for pseudo-random number generators (PRNG) and statistical summary tools.
Important
This feature is experimental. It is possible to make breaking changes without respecting SemVer.
Note
This feature is NOT statistical hypothesis testing tool.
Experiment is a class for running experiments of PRNG.
Usage:
[TestFixture]
public class MyStatisticsTest
{
[Test]
public void Experiment_2D6()
{
var sampleSpace = Experiment.Run(
() => DiceGenerator.Roll(2, 6), // 2D6
1 << 20); // 1,048,576 times
Assert.That(sampleSpace.Max, Is.EqualTo(12));
Assert.That(sampleSpace.Min, Is.EqualTo(2));
}
}DescriptiveStatistics is a class for calculate statistical summaries and plotting a histogram.
Usage:
[TestFixture]
public class MyStatisticsTest
{
[Test]
public void DescriptiveStatistics_2D6()
{
const int TrialCount = 1 << 20; // 1,048,576 times
const double Tolerance = TrialCount * 0.001d;
var sampleSpace = Experiment.Run(
() => DiceGenerator.Roll(2, 6), // 2D6
TrialCount);
var statistics = new DescriptiveStatistics<int>();
statistics.Calculate(sampleSpace);
Debug.Log(statistics.GetSummary()); // Write to console
Assert.That(statistics.PeakFrequency, Is.EqualTo(TrialCount / 6).Within(Tolerance));
Assert.That(statistics.ValleyFrequency, Is.EqualTo(TrialCount / 36).Within(Tolerance));
Assert.That(statistics.MedianFrequency, Is.EqualTo(TrialCount / 12).Within(Tolerance));
Assert.That(statistics.MeanFrequency, Is.EqualTo(TrialCount / 11).Within(Tolerance));
}
}Console output example:
Experimental and Statistical Summary:
Sample size: 1,048,576
Maximum: 12
Minimum: 2
Peak frequency: 174,554
Valley frequency: 29,070
Median frequency: 87,490
Mean frequency: 95,325.09
Histogram: ▁▂▃▅▆█▆▅▃▂▁
(Each bar represents the frequency of values in equally spaced bins.)
PixelPlot is class that outputs a pixel plot image file.
Default save path is "Application.persistentDataPath/TestHelper/Statistics/TestContext.Test.Name.png".
You can specify the save directory and/or filename by arguments.
Directory can also be specified by command line arguments -testHelperStatisticsDirectory.
Usage:
[TestFixture]
public class MyStatisticsTest
{
[Test]
public void PixelPlot()
{
var sampleSpace = Experiment.Run(
() => UnityEngine.Random.value,
1 << 16); // 256x256
var pixelPlot = new PixelPlot<float>();
pixelPlot.Plot(sampleSpace);
pixelPlot.WriteToFile("Path/To/Directory", "PixelPlot.png");
}
}Image output example; Left: generated by strong PRNG, Right: generated by weak (short period) PRNG:
Important
Can plot only for samples with value type.
The classes in the TestHelper.RuntimeInternals assembly can be used from the runtime code because it does not depend on com.unity.test-framework.
Tip
The "Define Constraints" is set to UNITY_INCLUDE_TESTS || INCLUDE_COM_NOWSPRINTING_TEST_HELPER in this assembly definition files, so it is generally excluded from release builds.
To use the feature in release builds, add INCLUDE_COM_NOWSPRINTING_TEST_HELPER to the "Define Symbols" at build time.
How to set custom scripting symbols, see below:
Manual: Custom scripting symbols
SceneManagerHelper is a utility class to load the scene file.
This method has the following benefits:
- The same code can be used for Edit Mode tests and Play Mode tests in Editor and on Player.
- The scene file path can be specified as a 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("Assets/Path/To/Tests/Scenes/TestScene.unity");
// Excercise the test
}
[Test]
public void UsingRelativePath()
{
// Setup before load scene
// Load scene
await SceneManagerHelper.LoadSceneAsync("../../Scenes/SampleScene.unity");
// Excercise the test
}
}Tip
When loading the scene that is not in "Scenes in Build", use BuildSceneAttribute.
ScreenshotHelper is a utility class to take a screenshot and save it to a file.
Default save path is "Application.persistentDataPath/TestHelper/Screenshots/TestContext.Test.Name.png".
(Replace TestContext.Test.Name to caller method name when called outside a test 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()
{
await ScreenshotHelper.TakeScreenshotAsync(); // Required Unity 2023.3 or newer
}
[Test]
public async Task MyTestMethodAsync()
{
var coroutineRunner = new GameObject().AddComponent<CoroutineRunner>();
await ScreenshotHelper.TakeScreenshot().ToUniTask(coroutineRunner); // Required UniTask package
}
private class CoroutineRunner : MonoBehaviour { }
}Important
GameView must be visible. Use FocusGameViewAttribute or GameViewResolutionAttribute if running on batchmode.
Important
Do not place on Edit Mode tests. And must be called from main thread.
Tip
When using UniTask, you also need a coroutine-runner (any MonoBehaviour instance) because the TakeScreenshot method uses WaitForEndOfFrame internally.
See more information: https://github.com/Cysharp/UniTask#ienumeratortounitask-limitation
Note
If you take multiple screenshots in one method, a counter is inserted to prevent overwriting.
The PathHelper.CreateTemporaryFilePath method provides utilities for creating a temporary file path in running tests.
By default, the path is named by the test name in the directory pointed to by Application.temporaryCachePath.
Usage:
namespace MyNamespace
{
[TestFixture]
public class MyTestClass
{
[Test]
public void MyTestMethod()
{
var path = PathHelper.CreateTemporaryFilePath(extension: "txt");
File.WriteAllText(path, "test file");
// write to {Application.temporaryCachePath}/MyTestMethod.txt
var path2 = PathHelper.CreateTemporaryFilePath(extension: "txt");
File.WriteAllText(path2, "test file");
// write to {Application.temporaryCachePath}/MyTestMethod_1.txt
}
[Test]
public void MyTestMethod2()
{
var path = PathHelper.CreateTemporaryFilePath(namespaceToDirectory: true);
File.WriteAllText(path, "test file");
// write to {Application.temporaryCachePath}/MyNamespace/MyTestClass/MyTestMethod2
}
}
}Select menu item Window > Test Helper > Open Persistent Data Directory, which opens the directory pointed to by Application.persistentDataPath in the Finder/ File Explorer.
Select menu item Window > Test Helper > Open Temporary Cache Directory, which opens the directory pointed to by Application.temporaryCachePath in the Finder/ File Explorer.
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.
If you specify display resolution standards (e.g., VGA) with the -testHelperGameViewResolution command line option, the GameView resolution is set to the specified size when starting the tests.
Or, you can specify width and height with -testHelperGameViewWidth and -testHelperGameViewHeight command line options.
- Open the Project Settings window (Editor > Project Settings) and select Package Manager tab (figure 1.)
- Click + button under the Scoped Registries and enter the following settings:
- Name:
package.openupm.com - URL:
https://package.openupm.com - Scope(s):
com.nowsprinting
- Name:
- Open the Package Manager window (Window > Package Manager) and select My Registries tab (figure 2.)
- Select Test Helper and click the Install button
Figure 1. Scoped Registries setting in Project Settings window
Figure 2. My Registries in Package Manager window
- Open your test assembly definition file (.asmdef) in the Inspector window
- Add TestHelper into Assembly Definition References
Note
Add TestHelper.RuntimeInternals into Assembly Definition References if you use the [Runtime APIs](#runtime apis).
MIT License
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.
Clone this repository as a submodule under the Packages/ directory in your project.
git submodule add [email protected]:nowsprinting/test-helper.git Packages/com.nowsprinting.test-helperGenerate a temporary project and run tests on each Unity version from the command line.
make create_project
UNITY_VERSION=2019.4.40f1 make -k testImportant
You must select "Input Manager (Old)" or "Both" in the Project Settings > Player > Active Input Handling for running tests.
Tip
To run all tests, you need to install the following packages in your project:
The release process is as follows:
- Run Actions > Create release pull request > Run workflow
- Merge created pull request
Then, will do the release process automatically by Release workflow. After tagging, OpenUPM retrieves the tag and updates it.
Caution
Do NOT manually operation the following operations:
- Create a release tag
- Publish draft releases
Caution
You must modify the package name to publish a forked package.
Tip
If you want to specify the version number to be released, change the version number of the draft release before running the "Create release pull request" workflow.