From c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sun, 19 Apr 2020 17:19:32 -0400 Subject: Inital commit --- .../Documentation~/edit-mode-vs-play-mode-tests.md | 53 ++++++++++++++++++++++ 1 file changed, 53 insertions(+) create mode 100644 Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/edit-mode-vs-play-mode-tests.md (limited to 'Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/edit-mode-vs-play-mode-tests.md') diff --git a/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/edit-mode-vs-play-mode-tests.md b/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/edit-mode-vs-play-mode-tests.md new file mode 100644 index 0000000..7a10424 --- /dev/null +++ b/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/edit-mode-vs-play-mode-tests.md @@ -0,0 +1,53 @@ +# Edit Mode vs. Play Mode tests + +Let’s clarify a bit what Play Mode and Edit Mode test means from the Unity Test Framework perspective: + +## Edit Mode tests + +**Edit Mode** tests (also known as Editor tests) are only run in the Unity Editor and have access to the Editor code in addition to the game code. + +With Edit Mode tests it is possible to test any of your [Editor extensions](https://docs.unity3d.com/Manual/ExtendingTheEditor.html) using the [UnityTest](./reference-attribute-unitytest.md) attribute. For Edit Mode tests, your test code runs in the [EditorApplication.update](https://docs.unity3d.com/ScriptReference/EditorApplication-update.html) callback loop. + +> **Note**: You can also control entering and exiting Play Mode from your Edit Mode test. This allow your test to make changes before entering Play Mode. + +Edit Mode tests should meet one of the following conditions: + +* They should have an [assembly definition](./workflow-create-test-assembly.md) with reference to *nunit.framework.dll* and has only the Editor as a target platform: + +```assembly + "includePlatforms": [ + "Editor" + ], +``` + +* Legacy condition: put tests in the project’s [Editor](https://docs.unity3d.com/Manual/SpecialFolders.html) folder. + +## Play Mode tests + +You can run **Play Mode** tests as a [standalone in a Player](./workflow-run-playmode-test-standalone.md) or inside the Editor. Play Mode tests allow you to exercise your game code, as the tests run as [coroutines](https://docs.unity3d.com/ScriptReference/Coroutine.html) if marked with the `UnityTest` attribute. + +Play Mode tests should correspond to the following conditions: + +* Have an [assembly definition](./workflow-create-test-assembly.md) with reference to *nunit.framework.dll*. +* Have the test scripts located in a folder with the .asmdef file. +* The test assembly should reference an assembly within the code that you need to test. + +```assembly + "references": [ + "NewAssembly" + ], + "optionalUnityReferences": [ + "TestAssemblies" + ], + "includePlatforms": [], +``` + +## Recommendations + +### Attributes + +Use the [NUnit](http://www.nunit.org/) `Test` attribute instead of the `UnityTest` attribute, unless you need to [yield special instructions](./reference-custom-yield-instructions.md), in Edit Mode, or if you need to skip a frame or wait for a certain amount of time in Play Mode. + +### References + +It is possible for your Test Assemblies to reference the test tools in `UnityEngine.TestRunner` and `UnityEditor.TestRunner`. The latter is only available in Edit Mode. You can specify these references in the `Assembly Definition References` on the Assembly Definition. \ No newline at end of file -- cgit v1.2.3