GlobalGameJame/Library/PackageCache/com.unity.test-framework@1.1.9/Documentation~/edit-mode-vs-play-mode-tests.md
JonatanRek bea2dce063 Initial
test
2020-01-31 16:10:04 +01:00

53 lines
2.6 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Edit Mode vs. Play Mode tests
Lets clarify a bit what Play Mode and Edit Mode test means from the Unity Test Framework perspective:
## Edit Mode tests
**Edit Mode** tests (also known as Editor tests) are only run in the Unity Editor and have access to the Editor code in addition to the game code.
With Edit Mode tests it is possible to test any of your [Editor extensions](https://docs.unity3d.com/Manual/ExtendingTheEditor.html) using the [UnityTest](./reference-attribute-unitytest.md) attribute. For Edit Mode tests, your test code runs in the [EditorApplication.update](https://docs.unity3d.com/ScriptReference/EditorApplication-update.html) callback loop.
> **Note**: You can also control entering and exiting Play Mode from your Edit Mode test. This allow your test to make changes before entering Play Mode.
Edit Mode tests should meet one of the following conditions:
* They should have an [assembly definition](./workflow-create-test-assembly.md) with reference to *nunit.framework.dll* and has only the Editor as a target platform:
```assembly
"includePlatforms": [
"Editor"
],
```
* Legacy condition: put tests in the projects [Editor](https://docs.unity3d.com/Manual/SpecialFolders.html) folder.
## Play Mode tests
You can run **Play Mode** tests as a [standalone in a Player](./workflow-run-playmode-test-standalone.md) or inside the Editor. Play Mode tests allow you to exercise your game code, as the tests run as [coroutines](https://docs.unity3d.com/ScriptReference/Coroutine.html) if marked with the `UnityTest` attribute.
Play Mode tests should correspond to the following conditions:
* Have an [assembly definition](./workflow-create-test-assembly.md) with reference to *nunit.framework.dll*.
* Have the test scripts located in a folder with the .asmdef file.
* The test assembly should reference an assembly within the code that you need to test.
```assembly
"references": [
"NewAssembly"
],
"optionalUnityReferences": [
"TestAssemblies"
],
"includePlatforms": [],
```
## Recommendations
### Attributes
Use the [NUnit](http://www.nunit.org/) `Test` attribute instead of the `UnityTest` attribute, unless you need to [yield special instructions](./reference-custom-yield-instructions.md), in Edit Mode, or if you need to skip a frame or wait for a certain amount of time in Play Mode.
### References
It is possible for your Test Assemblies to reference the test tools in `UnityEngine.TestRunner` and `UnityEditor.TestRunner`. The latter is only available in Edit Mode. You can specify these references in the `Assembly Definition References` on the Assembly Definition.