Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


11. Scene-based tests

Test content that is stored in a scene.
Read time 1 minuteLast updated 14 days ago

Learning objectives

In this exercise, you will learn how to test content that is stored in a scene.

Intro and motivation

A useful scenario for our customers is using the test framework for verifying the content of a scene. That could be checking for certain GameObjects and MonoBehaviors.
The EditorSceneManager allows for loading and saving scenes. In combination with the test framework, this allows for the implementation of tests that verify a scene.
When changing the state of the Editor in a test, such as loading a scene, it's good practice to clean up afterward. This can be done in a method with the
[TearDown]
attribute.

Exercise

Import the sample
11_SceneBasedTests
, which contains a scene named
MyGameScene
and an assembly for Edit Mode tests.
The task is to create a test that opens the scene, verifies that the scene contains a game object named
GameObjectToTestFor
.
As cleanup, it should open a new empty scene, which is the default for Edit Mode tests. It is recommended to put that in a
[TearDown]
, which ensures that the cleanup code is run, even if the test fails.

Hints

  • EditorSceneManager.OpenScene("Assets\\MyGameScene.unity");
    loads the scene
  • EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
    cleans up by changing back to an empty scene.

Solution

A full solution is available in the sample
11_SceneBasedTests_Solution
.
The test implementation can look like this:
public class SceneTests{ [SetUp] public void Setup() {  EditorSceneManager.OpenScene("Assets\\MyGameScene.unity"); }  [Test] public void VerifyScene() {  var gameObject = GameObject.Find("GameObjectToTestFor");    Assert.That(gameObject, Is.Not.Null); } [TearDown] public void Teardown() {  EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single); }}

Additional resources