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Running edit mode tests under an IL2CPP build?

Discussion in 'Testing & Automation' started by QFSW, Dec 11, 2019.

  1. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Posts:
    2,906
    I have a lot of tests for my plugin, some of which would fail on IL2CPP but work fine under mono
    Is it possible to run these tests (they're not play mode as they don't do anything involving scenes or any kind of game state) under an IL2CPP configuration?
     
  2. liortal

    liortal

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    Oct 17, 2012
    Posts:
    3,562
    IL2CPP is not in use while working in the editor so i dont think it would be possible.

    What kind of failures are you seeing ?
     
  3. QFSW

    QFSW

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    Even if it required making a build I'd be fine with it

    All issues I'm fully aware of as they do things currently un supported by il2cpp (in specific, invoking a generic function from reflection with generic value types)
    But it would be very useful to be able to run my tests and see exactly what does and doesn't work instead of having to work it out in my head
     
  4. liortal

    liortal

    Joined:
    Oct 17, 2012
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    What prevents you from running them as playmode tests and building a player that will execute them?
     
  5. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Posts:
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    Nothing makes it impossible, which is why this isn't a big deal and more of a want than a need, it's just that making them all play mode tests when they don't really need to be would be quite tedious and would make running tests a lot slower, but not a huge deal