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nunit-unity3d's Introduction

NUnitLite 0.7 Test Runner for Unity3D 4.x

Overview

This is a test runner for NUnitLite, that redirects test results to Unity3D console.

Works under full AOT condition (IOS etc.).

After compilation of C# files Unity gives you two assemblies:

  • Assembly-CSharp-firstpass.dll for 'Plugins' and '[Pro] Standard Assets'
  • Assembly-CSharp.dll for other scripts

Then, if you want to have tests in both places - you should call UnityTestRunner.RunTests() from both places. One call per assembly is enough, but you can call it as many times as you want - all calls after first are ignored.

All of the above is correct for UnityScript (*.js) scripts too.

You can use 'MonoBahavior' classes for tests, but Unity gives you one harmless warning per class. Using special Test classes would be a better idea.

Copyright (C) 2013 by Andrew Zhilin [email protected]

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nunit-unity3d's Issues

What is ProjectSettings?

I'm trying to upgrade from NUnitLiteUnityRunner and I'm not quite sure what's this extra directory doing here. Is it safe to ignore?

GameObject testing? Coroutine support?

I would dearly love a way to test game objects under the MonoBehaviour events (Start, Update), and this would be possible if we could use Coroutines within the unit tests themselves, in particular to delay a frame or period of time, to allow GameObjects to receive their events.

The current way we are doing it is "faking" the calls by using Reflection to call Start() and Update() on game objects to allow them to respond. However, this only works on single game objects that don't use many unity core features (such as Animations, etc).

My question is, how could we add Coroutine support to NUnitLite? I suppose each test would have to be an IEnumerator, or StartCoroutine on one.

Thanks

I've got an error message

I'm working on the OSX and I've got an error message...

Assets/Plugins/NUnitLite/NUnitLite-0.7.0/TestContext.cs(105,24): error CS0103: The name `AssemblyHelper' does not exist in the current context

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