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diff --git a/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-unitytest.md b/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-unitytest.md deleted file mode 100644 index 3fcfbf1..0000000 --- a/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-unitytest.md +++ /dev/null @@ -1,51 +0,0 @@ -# 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 = RunEditorUtilityInTheBackgroud();
-
- 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 Unity’s [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);
-}
-```
|
