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lethanhsonvsp
2025-11-17 15:02:30 +07:00
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{
"displayName": "Exercise 10: Long Running Tests",
"description": "This exercise will cover best practices and pitfalls for tests that have a long runtime, such as tests yielding back a WaitForSeconds.",
"interactiveImport": true
}

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{
"name": "PlayModeTests_10",
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{
"displayName": "Exercise 10: Solution",
"description": "This exercise will cover best practices and pitfalls for tests that have a long runtime, such as tests yielding back a WaitForSeconds.",
"interactiveImport": true
}

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{
"name": "PlayModeTests_10s",
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"TestAssemblies"
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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace PlayModeTests_10s
{
public class SlowTests
{
[UnityTest]
[Explicit, Category("integration")]
public IEnumerator ASlowTest()
{
yield return new WaitForSeconds(5);
}
}
}

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{
"displayName": "Exercise 11: Scene Based Tests",
"description": "In this exercise, you will learn how to test content that is stored in a scene.",
"interactiveImport": true
}

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{
"name": "EditModeTests_11",
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"TestAssemblies"
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"includePlatforms": [
"Editor"
]
}

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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.TestTools;
namespace EditModeTests_11
{
public class SceneTests
{
[Test]
public void YourTestGoesHere()
{
}
}
}

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{
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{
"name": "EditModeTests_11s",
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"TestAssemblies"
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using System.Collections;
using System.Collections.Generic;
using System.IO;
using NUnit.Framework;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.TestTools;
namespace EditModeTests_11s
{
public class SceneTests
{
private const string pathToScene = "Assets/MyGameScene.unity";
[SetUp]
public void Setup()
{
if (!File.Exists(pathToScene))
{
Assert.Inconclusive("The path to the Scene is not correct. Set the correct path for the pathToScene variable.");
}
EditorSceneManager.OpenScene(pathToScene);
}
[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);
}
}
}

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{
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"TestAssemblies"
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using System.Collections;
using System.IO;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace PlayModeTests_12
{
public class SceneTests
{
private string originalScene;
private const string k_SceneName = "Assets/MyGameScene.unity";
[UnitySetUp]
public IEnumerator SetupBeforeTest()
{
originalScene = SceneManager.GetActiveScene().path;
if (!File.Exists(k_SceneName))
{
Assert.Inconclusive("The path to the Scene is not correct. Set the correct path for the k_SceneName variable.");
}
SceneManager.LoadScene(k_SceneName);
yield return null; // Skip a frame, allowing the scene to load.
}
[Test]
public void VerifyScene()
{
var gameObject = GameObject.Find("GameObjectToTestFor");
Assert.That(gameObject, Is.Not.Null, $"GameObjectToTestFor not found in {SceneManager.GetActiveScene().path}.");
}
[TearDown]
public void TeardownAfterTest()
{
SceneManager.LoadScene(originalScene);
}
}
}

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{
"name": "PlayModeTests_12s",
"optionalUnityReferences": [
"TestAssemblies"
]
}

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@@ -0,0 +1,66 @@
using System.Collections;
using System.Linq;
using System.IO;
using NUnit.Framework;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace PlayModeTests_12s
{
public class SceneTests : IPrebuildSetup, IPostBuildCleanup
{
private string originalScene;
private const string k_SceneName = "Assets/MyGameScene.unity";
public void Setup()
{
#if UNITY_EDITOR
if (EditorBuildSettings.scenes.Any(scene => scene.path == k_SceneName))
{
return;
}
var includedScenes = EditorBuildSettings.scenes.ToList();
includedScenes.Add(new EditorBuildSettingsScene(k_SceneName, true));
EditorBuildSettings.scenes = includedScenes.ToArray();
#endif
}
[UnitySetUp]
public IEnumerator SetupBeforeTest()
{
originalScene = SceneManager.GetActiveScene().path;
if (!File.Exists(k_SceneName))
{
Assert.Inconclusive("The path to the Scene is not correct. Set the correct path for the k_SceneName variable.");
}
SceneManager.LoadScene(k_SceneName);
yield return null; // Skip a frame, allowing the scene to load.
}
[Test]
public void VerifyScene()
{
var gameObject = GameObject.Find("GameObjectToTestFor");
Assert.That(gameObject, Is.Not.Null, $"GameObjectToTestFor not found in {SceneManager.GetActiveScene().path}.");
}
[TearDown]
public void TeardownAfterTest()
{
SceneManager.LoadScene(originalScene);
}
public void Cleanup()
{
#if UNITY_EDITOR
EditorBuildSettings.scenes = EditorBuildSettings.scenes.Where(scene => scene.path != k_SceneName).ToArray();
#endif
}
}
}

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{
"displayName": "Exercise 13: Domain Reload",
"description": "In this section, you will learn how to invoke and wait for Domain Reloads.",
"interactiveImport": true
}

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@@ -0,0 +1,48 @@
using System;
using System.IO;
using System.Reflection;
using NUnit.Framework;
namespace Tests_13
{
internal class ScriptAddingTests
{
private const string pathToFile = "Assets/Tests_13/TempScript.cs";
[Test]
public void YourTestGoesHere()
{
}
private void CreateScript()
{
try
{
File.WriteAllText(pathToFile, @"
public class MyTempScript {
public string Verify()
{
return ""OK"";
}
}");
}
catch(DirectoryNotFoundException)
{
Assert.Inconclusive("The path to file is incorrect. Please make sure that the path to TempScript is valid.");
}
}
private string VerifyScript()
{
Type type = Type.GetType("MyTempScript", true);
object instance = Activator.CreateInstance(type);
var verifyMethod = type.GetMethod("Verify", BindingFlags.Instance | BindingFlags.Public);
var verifyResult = verifyMethod.Invoke(instance, new object[0]);
return verifyResult as string;
}
}
}

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{
"name": "Tests_13",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": true,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": []
}

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{
"displayName": "Exercise 13: Solution",
"description": "In this section, you will learn how to invoke and wait for Domain Reloads.",
"interactiveImport": true
}

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@@ -0,0 +1,72 @@
using System;
using System.Collections;
using System.IO;
using System.Reflection;
using NUnit.Framework;
using UnityEngine.TestTools;
namespace Tests_13s
{
internal class ScriptAddingTests
{
private const string pathToFile = "Assets/Tests_13s/TempScript.cs";
[UnityTest]
public IEnumerator CreatedScriptIsVerified()
{
CreateScript();
yield return new RecompileScripts();
var verification = VerifyScript();
Assert.That(verification, Is.EqualTo("OK"));
}
[UnityTearDown]
public IEnumerator Teardown()
{
if (!File.Exists(pathToFile))
{
yield break;
}
if (!File.Exists(pathToFile + ".meta"))
{
yield break;
}
File.Delete(pathToFile);
File.Delete(pathToFile + ".meta");
yield return new RecompileScripts();
}
private void CreateScript()
{
try
{
File.WriteAllText(pathToFile, @"
public class MyTempScript {
public string Verify()
{
return ""OK"";
}
}");
}
catch(DirectoryNotFoundException)
{
Assert.Inconclusive("The path to file is incorrect. Please make sure that the path to TempScript is valid.");
}
}
private string VerifyScript()
{
Type type = Type.GetType("MyTempScript", true);
object instance = Activator.CreateInstance(type);
var verifyMethod = type.GetMethod("Verify", BindingFlags.Instance | BindingFlags.Public);
var verifyResult = verifyMethod.Invoke(instance, new object[0]);
return verifyResult as string;
}
}
}

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{
"name": "Tests_13s",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": true,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": []
}

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{
"displayName": "Exercise 14: Preserve Test State",
"description": "This section will cover how to let variables and information in your tests survive domain reloads using serialization.",
"interactiveImport": true
}

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@@ -0,0 +1,82 @@
using System;
using System.Collections;
using System.IO;
using System.Reflection;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests_14
{
internal class ScriptAddingTests
{
private const string k_filePath = @"Assets\\Tests";
private string fileName;
[UnitySetUp]
public IEnumerator Setup()
{
fileName = Guid.NewGuid() + ".cs";
CreateScript(fileName);
yield return new RecompileScripts();
}
[Test]
public void CreatedScriptIsVerified()
{
var verification = VerifyScript();
Assert.That(verification, Is.EqualTo("OK"));
}
[UnityTearDown]
public IEnumerator Teardown()
{
if (string.IsNullOrEmpty(fileName))
{
Assert.Fail("Could not cleanup file. File name is not available.");
}
var path = Path.Combine(k_filePath, fileName);
if (!File.Exists(path))
{
yield break;
}
File.Delete(path);
yield return new RecompileScripts();
}
private void CreateScript(string fileName)
{
var path = Path.Combine(k_filePath, fileName);
try
{
File.WriteAllText(path, @"
public class MyTempScript {
public string Verify()
{
return ""OK"";
}
}");
}
catch(DirectoryNotFoundException)
{
Assert.Inconclusive("The path to file is incorrect. Please make sure that the path to TempScript is valid.");
}
}
private string VerifyScript()
{
Type type = Type.GetType("MyTempScript", true);
object instance = Activator.CreateInstance(type);
var verifyMethod = type.GetMethod("Verify", BindingFlags.Instance | BindingFlags.Public);
var verifyResult = verifyMethod.Invoke(instance, new object[0]);
return verifyResult as string;
}
}
}

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{
"name": "Tests_14",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": true,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": []
}

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{
"displayName": "Exercise 14: Solution",
"description": "This section will cover how to let variables and information in your tests survive domain reloads using serialization.",
"interactiveImport": true
}

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@@ -0,0 +1,83 @@
using System;
using System.Collections;
using System.IO;
using System.Reflection;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests_14s
{
internal class ScriptAddingTests
{
private const string k_filePath = "Assets/Tests";
[SerializeField]
private string fileName;
[UnitySetUp]
public IEnumerator Setup()
{
fileName = Guid.NewGuid() + ".cs";
CreateScript(fileName);
yield return new RecompileScripts();
}
[Test]
public void CreatedScriptIsVerified()
{
var verification = VerifyScript();
Assert.That(verification, Is.EqualTo("OK"));
}
[UnityTearDown]
public IEnumerator Teardown()
{
if (string.IsNullOrEmpty(fileName))
{
Assert.Fail("Could not cleanup file. File name is not available.");
}
var path = Path.Combine(k_filePath, fileName);
if (!File.Exists(path))
{
yield break;
}
File.Delete(path);
yield return new RecompileScripts();
}
private void CreateScript(string fileName)
{
var path = Path.Combine(k_filePath, fileName);
try
{
File.WriteAllText(path, @"
public class MyTempScript {
public string Verify()
{
return ""OK"";
}
}");
}
catch(DirectoryNotFoundException)
{
Assert.Inconclusive("The path to file is incorrect. Please make sure that the path to TempScript is valid.");
}
}
private string VerifyScript()
{
Type type = Type.GetType("MyTempScript", true);
object instance = Activator.CreateInstance(type);
var verifyMethod = type.GetMethod("Verify", BindingFlags.Instance | BindingFlags.Public);
var verifyResult = verifyMethod.Invoke(instance, new object[0]);
return verifyResult as string;
}
}
}

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{
"name": "Tests_14s",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": true,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
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}

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{
"displayName": "Exercise 15: Test Cases",
"description": "This section will cover [TestCase] and similar NUnit attributes and how to work with them in UnityTests.",
"interactiveImport": true
}

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using System.Collections.Generic;
using System.Threading.Tasks;
public class MyClass
{
public int Add(int a, int b)
{
return a + b;
}
public IEnumerator<int> AddAsync(int a, int b)
{
yield return default;
yield return default;
yield return default;
yield return a + b;
}
}

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using System.Collections;
using NUnit.Framework;
using UnityEngine.TestTools;
namespace Tests_15
{
public class MyClassTests
{
[Test]
public void YourTestGoesHere()
{
Assert.Fail();
}
}
}

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{
"name": "Tests_15",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"MyGame_15"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": []
}

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{
"displayName": "Exercise 15: Solution",
"description": "This section will cover [TestCase] and similar NUnit attributes and how to work with them in UnityTests.",
"interactiveImport": true
}

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@@ -0,0 +1,18 @@
using System.Collections.Generic;
using System.Threading.Tasks;
public class MyClass
{
public int Add(int a, int b)
{
return a + b;
}
public IEnumerator<int> AddAsync(int a, int b)
{
yield return default;
yield return default;
yield return default;
yield return a + b;
}
}

View File

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using System.Collections;
using NUnit.Framework;
using UnityEngine.TestTools;
namespace Tests_15s
{
public class MyClassTests
{
[Test]
[TestCase(24, 80, 104)]
[TestCase(10, -15, -5)]
[TestCase(int.MaxValue, 10, int.MinValue + 9)]
public void AddCalculatesCorrectValue(int valueA, int valueB, int expectedResult)
{
var myClass = new MyClass();
var result = myClass.Add(valueA, valueB);
Assert.That(result, Is.EqualTo(expectedResult));
}
[UnityTest]
public IEnumerator AddAsyncCalculatesCorrectValue([ValueSource(nameof(AdditionCases))] AddCase addCase)
{
var myClass = new MyClass();
var enumerator = myClass.AddAsync(addCase.valueA, addCase.valueB);
while (enumerator.MoveNext())
{
yield return null;
}
var result = enumerator.Current;
Assert.That(result, Is.EqualTo(addCase.expectedResult));
}
private static IEnumerable AdditionCases()
{
yield return new AddCase {valueA = 24, valueB = 80, expectedResult = 104};
yield return new AddCase {valueA = 10, valueB = -15, expectedResult = -5};
yield return new AddCase {valueA = int.MaxValue, valueB = 10, expectedResult = int.MinValue + 9};
}
public struct AddCase
{
public int valueA;
public int valueB;
public int expectedResult;
public override string ToString()
{
return $"{valueA} + {valueB} = {expectedResult}";
}
}
}
}

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{
"name": "Tests_15s",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"MyGame_15s"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": []
}

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