7. Scene Validation Test
Test the scene for the presence of specific game objects and make this test use all scenes as fixtures.
Read time 1 minuteLast updated 16 days ago
Learning Objectives
Test scene for presence of Sara and Wand game object. Utilize Test Framework feature to make this test use all scenes as fixtures.
Exercise
- Create ValidationTest.cs file with a single namespace and two classes SceneValidationTests and GameplayScenesProvider.
- In the Tests class create SaraAndWandArePresent test to check that "Sara Variant" and "Wand" game objects are not null.
- In the Fixture class implement
GameplayScenesProviderand in generator method yield all scenes from EditorBuildSettings.scenes.IEnumerable<string> - Use and TestFixtureSource annotations on SceneValidationTests class.
TestFixture - Create a new Empty Scene and attach it to to verify if tests are created dynamically.
EditorBuildSettings
Hints
- and
TestFixtureNUnit annotations require Test Class to be present inside Namespace.TestFixtureSource - To attach a scene to , you need to create a new Scene, and then add it to File > Build Settings.
EditorBuildSettings
Solution
ValidationTests.csusing System.Collections;using System.Collections.Generic;using NUnit.Framework;using UnityEditor;using UnityEngine;using UnityEngine.SceneManagement;using UnityEngine.TestTools;namespace ValidationTests{ [TestFixture] [TestFixtureSource(typeof(GameplayScenesProvider))] public class SceneValidationTests { private readonly string _scenePath; public SceneValidationTests(string scenePath) { _scenePath = scenePath; } [OneTimeSetUp] public void LoadScene() { SceneManager.LoadScene(_scenePath); } [UnityTest] public IEnumerator SaraAndWandArePresent() { yield return waitForSceneLoad(); var wand = GameObject.Find("Wand"); var sara = GameObject.Find("Sara Variant"); Assert.NotNull(wand, "Wand object exists"); Assert.NotNull(sara, "Sara object exists"); } IEnumerator waitForSceneLoad() { while (!SceneManager.GetActiveScene().isLoaded) { yield return null; } } } public class GameplayScenesProvider : IEnumerable { public IEnumerator GetEnumerator() { foreach (var scene in EditorBuildSettings.scenes) { if (!scene.enabled || scene.path == null) { continue; } yield return scene.path; } } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } }}