Modifying a Player build for tests
Modify the build options for a platform Player built to run tests on.
Read time 3 minutesLast updated 10 days ago
You can run Play mode tests in a Platform-specific standalone Player. The attribute provides a number of configurable options to control the properties of the Player built to run your tests.
[TestPlayerBuildModifier]Modify Player build options for Play mode tests
You can change the BuildPlayerOptions for the test Player, to achieve custom behavior when running Play mode tests. Modifying the build options allows for changing the target location of the build as well as changing BuildOptions.
To modify the , do the following:
BuildPlayerOptions- Implement the
ITestPlayerBuildModifier - Reference the implementation type in a attribute on an assembly level.
TestPlayerBuildModifier
The following example demonstrates this:
using UnityEditor;using UnityEditor.TestTools;[assembly:TestPlayerBuildModifier(typeof(BuildModifier))]public class BuildModifier : ITestPlayerBuildModifier{ public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions) { if (playerOptions.target == BuildTarget.iOS) { playerOptions.options |= BuildOptions.SymlinkLibraries; // Enable symlink libraries when running on iOS } playerOptions.options |= BuildOptions.AllowDebugging; // Enable allow Debugging flag on the test Player. return playerOptions; }}
Build a Player without running tests
It's possible to use the Unity Editor to build the Player with tests but without running the tests. This allows for running the Player on another machine, for example. In this case, it is necessary to modify the Player to build and implement a custom handling of the test result.
You can use to set the to build the Player to a specific location but not run it. Combined with PostBuildCleanup, you can automatically exit the Editor on completion of the build. The following example demonstrates this:
[TestPlayerBuildModifier]BuildOptionsusing System;using System.IO;using System.Linq;using Tests;using UnityEditor;using UnityEditor.TestTools;using UnityEngine;using UnityEngine.TestTools;[assembly:TestPlayerBuildModifier(typeof(HeadlessPlayModeSetup))][assembly:PostBuildCleanup(typeof(HeadlessPlayModeSetup))]namespace Tests{ public class HeadlessPlayModeSetup : ITestPlayerBuildModifier, IPostBuildCleanup { private static bool s_RunningPlayerTests; public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions) { // Do not launch the player after the build completes. playerOptions.options &= ~BuildOptions.AutoRunPlayer; // Set the headlessBuildLocation to the output directory you desire. It does not need to be inside the project. var headlessBuildLocation = Path.GetFullPath(Path.Combine(Application.dataPath, ".//..//PlayModeTestPlayer")); var fileName = Path.GetFileName(playerOptions.locationPathName); if (!string.IsNullOrEmpty(fileName)) { headlessBuildLocation = Path.Combine(headlessBuildLocation, fileName); } playerOptions.locationPathName = headlessBuildLocation; // Instruct the cleanup to exit the Editor if the run came from the command line. // The variable is static because the cleanup is being invoked in a new instance of the class. s_RunningPlayerTests = true; return playerOptions; } public void Cleanup() { if (s_RunningPlayerTests && IsRunningTestsFromCommandLine()) { // Exit the Editor on the next update, allowing for other PostBuildCleanup steps to run. EditorApplication.update += () => { EditorApplication.Exit(0); }; } } private static bool IsRunningTestsFromCommandLine() { var commandLineArgs = Environment.GetCommandLineArgs(); return commandLineArgs.Any(value => value == "-runTests"); } }}
If the Editor is still running after the Play Mode tests have run, the Player tries to report the results back, using PlayerConnection, which has a reference to the IP address of the Editor machine, when built.
To implement a custom way of reporting the results of the test run, let one of the assemblies in the Player include a . At , it is possible to get the full test report as XML from the NUnit test result by calling . You can save the result and then save it on the device or send it to another machine as needed.
TestRunCallbackRunFinishedresult.ToXml(true)