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Without some sample code I can't see why the `EditorSceneManager.OpenScene` method call isn't working as expected. If you can't share your...
[UnityTest] attribute is available for EditMode and PlayMode tests, although with some limitations in the former.
I've been doing a lot of learning of testing within Unity and I am thinking of launching a blog soon on the subject. I can let you know when I...
By default, Unity defines a constraint named UNITY_INCLUDE_TESTS any any test assembly definitions. In your C# scripts, you can use preprocessor...
Glad you figured it out :)
Do you need all the `yield return null` statements? If you change the [UnityTest] and [UnitySetUp] attributes to [Test] and [SetUp] respectively...
I'm guessing you're using the [UnityTest] attribute for your test methods? If so, your tests are run as coroutines, which might explain the...
What version of Unity are you using? Can you provide sample code? Have you tried running the test in PlayMode instead of EditMode?
Is there a keyboard shortcut for triggering 'Run all', 'Run Selected', etc. in the Unity Test Runner? I can't seem to find one in the Shortcuts...
Async Await Support has extension methods that convert a task to an IEnumerator. Here's an example: [UnityTest] public IEnumerator LoadTerrain()...
I think I've discovered what appears to me to be a bug with the EditMode Unity Test Runner. I've reported it to Unity via Help > Report a Bug, but...
Thanks for this Inter-Illusion. I've added your changes to the git repository https://github.com/DanStevens/com.unity.test-framework.git. To use...
Yes, please can the Unity development team look into this. I'm trying to figure out what the 'best practice' way of loading scenes for testing....