Comments (6)
Yes, I'm doing that, but is it possible to make the imported functions works ? My tests are written to test them. I mean, is it possible to run the tests on the browser like Unity does by default ?
See the comment I linked earlier.
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What does your yaml look like? How are you running WebGL tests? Unity test runner doesn't support platform tests outside of the editor. See #163 (comment)
from unity-test-runner.
The workflow looks like this:
name: UnityBridge Tests
on: [push, pull_request]
jobs:
run_tests:
name: Run Tests
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
with:
lfs: true
- uses: game-ci/unity-test-runner@v2
id: tests
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
customImage: unityci/editor:ubuntu-2021.2.18f1-webgl-1.0.0
projectPath: TestProject~
testMode: playmode
githubToken: ${{ secrets.GITHUB_TOKEN }}
- uses: actions/upload-artifact@v2
if: always()
with:
name: Test results
path: ${{ steps.tests.outputs.artifactsPath }}
By running the tests in the editor, I simply mean that I click on the "Run tests on WebGL" button to launch my browser. ( On Window > General > Test Runner )
from unity-test-runner.
When you run the tests in play mode from the editor on your machine (not in webgl), does it fail the same way?
from unity-test-runner.
For extern methods like that, I usually wrap it in #if UNITY_WEBGL
then make a mock method in the #else
so that other platforms won't explode. In your case, the test runner isn't compiling for webgl and running the js code, it's just running in editor. So if you're getting the same error on your machine in play mode, that's why.
from unity-test-runner.
Yes, I'm doing that, but is it possible to make the imported functions works ? My tests are written to test them.
I mean, is it possible to run the tests on the browser like Unity does by default ?
from unity-test-runner.
Related Issues (20)
- Action freezes when Unity Test Framework is not imported to project
- Check Run Appears Under Wrong Workflow Run When Test Runner is Run Twice on the Same Commit
- Package Testing Hangs if Package Being Tested is the Root Directory of the Repository HOT 2
- Feature: Support Windows Runners for Package Testing
- Feature: Support Package Testing for Packages with Dependencies Outside of the Unity Registry HOT 1
- Feature: Add Caching for Package Testing
- Feature: Allow `unityVersion` of `auto` for Package Testing
- Code Coverage does not write any output anywhere HOT 2
- Unity no longer supports manual activation of Personal licenses HOT 2
- Create breaking change that updates rolling version number from 1 to 2
- Inconsistent licence activation HOT 7
- Reasource not Available by Integration HOT 5
- 'Unclassified error occured while trying to activate license.' HOT 9
- cannot access '/github/workspace/CodeCoverage': No such file or directory HOT 5
- v4.1.0 causing activation to fail when using manual offline activation HOT 5
- fullProjectPath is not set when using runAsHostUser
- packageMode workflow doesn't run playmode tests HOT 2
- chmod: cannot access '/github/workspace/CodeCoverage' HOT 1
- Licensing fails inconsistently during test step HOT 1
- Feature: Add support for Nuget dependency resolution when testing packages HOT 1
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