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diff --git a/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-testplayerbuildmodifier.md b/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-testplayerbuildmodifier.md new file mode 100644 index 0000000..e27b6c0 --- /dev/null +++ b/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-testplayerbuildmodifier.md @@ -0,0 +1,105 @@ +# TestPlayerBuildModifier attribute
+
+You can use the `TestPlayerBuildModifier` attribute to accomplish a couple of different scenarios:
+
+## Modify the Player build options for Play Mode tests
+
+It is possible to change the [BuildPlayerOptions](https://docs.unity3d.com/ScriptReference/BuildPlayerOptions.html) for the test **Player**, to achieve custom behavior when running **Play Mode** tests. Modifying the build options allows for changing the target location of the build as well as changing [BuildOptions](https://docs.unity3d.com/ScriptReference/BuildOptions.html).
+
+To modify the `BuildPlayerOptions`, do the following:
+
+* Implement the `ITestPlayerBuildModifier`
+* Reference the implementation type in a `TestPlayerBuildModifier` attribute on an assembly level.
+
+### Example
+
+```c#
+using UnityEditor;
+using UnityEditor.TestTools;
+
+[assembly:TestPlayerBuildModifier(typeof(BuildModifier))]
+public class BuildModifier : ITestPlayerBuildModifier
+{
+ public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
+ {
+ if (playerOptions.target == BuildTarget.iOS)
+ {
+ playerOptions.options |= BuildOptions.SymlinkLibraries; // Enable symlink libraries when running on iOS
+ }
+
+ playerOptions.options |= BuildOptions.AllowDebugging; // Enable allow Debugging flag on the test Player.
+ return playerOptions;
+ }
+}
+```
+
+> **Note:** When building the Player, it includes all `TestPlayerBuildModifier` attributes across all loaded assemblies, independent of the currently used test filter. As the implementation references the `UnityEditor` namespace, the code is typically implemented in an Editor only assembly, as the `UnityEditor` namespace is not available otherwise.
+
+## Split build and run
+
+It is possible to use the Unity Editor for building the Player with tests, without [running the tests](./workflow-run-playmode-test-standalone.md). This allows for running the Player on e.g. another machine. In this case, it is necessary to modify the Player to build and implement a custom handling of the test result.
+
+By using `TestPlayerBuildModifier`, you can alter the `BuildOptions` to not start the Player after the build as well as build the Player at a specific location. Combined with [PostBuildCleanup](./reference-setup-and-cleanup.md#prebuildsetup-and-postbuildcleanup), you can automatically exit the Editor on completion of the build.
+
+### Example
+
+```c#
+using System;
+using System.IO;
+using System.Linq;
+using Tests;
+using UnityEditor;
+using UnityEditor.TestTools;
+using UnityEngine;
+using UnityEngine.TestTools;
+
+[assembly:TestPlayerBuildModifier(typeof(HeadlessPlayModeSetup))]
+[assembly:PostBuildCleanup(typeof(HeadlessPlayModeSetup))]
+
+namespace Tests
+{
+ public class HeadlessPlayModeSetup : ITestPlayerBuildModifier, IPostBuildCleanup
+ {
+ private static bool s_RunningPlayerTests;
+ public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
+ {
+ // Do not launch the player after the build completes.
+ playerOptions.options &= ~BuildOptions.AutoRunPlayer;
+
+ // Set the headlessBuildLocation to the output directory you desire. It does not need to be inside the project.
+ var headlessBuildLocation = Path.GetFullPath(Path.Combine(Application.dataPath, ".//..//PlayModeTestPlayer"));
+ var fileName = Path.GetFileName(playerOptions.locationPathName);
+ if (!string.IsNullOrEmpty(fileName))
+ {
+ headlessBuildLocation = Path.Combine(headlessBuildLocation, fileName);
+ }
+ playerOptions.locationPathName = headlessBuildLocation;
+
+ // Instruct the cleanup to exit the Editor if the run came from the command line.
+ // The variable is static because the cleanup is being invoked in a new instance of the class.
+ s_RunningPlayerTests = true;
+ return playerOptions;
+ }
+
+ public void Cleanup()
+ {
+ if (s_RunningPlayerTests && IsRunningTestsFromCommandLine())
+ {
+ // Exit the Editor on the next update, allowing for other PostBuildCleanup steps to run.
+ EditorApplication.update += () => { EditorApplication.Exit(0); };
+ }
+ }
+
+ private static bool IsRunningTestsFromCommandLine()
+ {
+ var commandLineArgs = Environment.GetCommandLineArgs();
+ return commandLineArgs.Any(value => value == "-runTests");
+ }
+ }
+}
+```
+
+If the Editor is still running after the Play Mode tests have run, the Player tries to report the results back, using [PlayerConnection](https://docs.unity3d.com/ScriptReference/Networking.PlayerConnection.PlayerConnection.html), which has a reference to the IP address of the Editor machine, when built.
+
+To implement a custom way of reporting the results of the test run, let one of the assemblies in the Player include a [TestRunCallback](./reference-attribute-testruncallback.md). At `RunFinished`, it is possible to get the full test report as XML from the [NUnit](http://www.nunit.org/) test result by calling `result.ToXml(true)`. You can save the result and then save it on the device or send it to another machine as needed.
+
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