Unity TestRunner - Automated Testing for Unity
Overview
Unity Test Framework provides NUnit-based testing with CLI automation for batch execution, CI/CD pipelines, and TDD workflows.
Core Topics:
- •CLI batchmode test execution (EditMode/PlayMode)
- •NUnit assertions and test attributes
- •Test assembly configuration (asmdef)
- •Result parsing and reporting
- •CI/CD pipeline integration
Foundation Required: csharp-plugin:csharp-code-style (naming conventions, code organization)
Optional Integrations:
- •
unity-vcontainer: DI-based test mocking - •
unity-unitask: Async test patterns - •
unity-async: Coroutine testing utilities
Learning Path: Test basics → CLI automation → Advanced patterns → CI/CD integration
Quick Start
Basic Test Structure
csharp
using NUnit.Framework;
[TestFixture]
public class PlayerServiceTests
{
private PlayerService mPlayerService;
[SetUp]
public void SetUp()
{
mPlayerService = new PlayerService();
}
[Test]
public void Initialize_WhenCalled_SetsHealthToMax()
{
// Arrange
int expected = 100;
// Act
mPlayerService.Initialize();
// Assert
Assert.AreEqual(expected, mPlayerService.Health);
}
[TearDown]
public void TearDown()
{
mPlayerService = null;
}
}
CLI Execution (EditMode)
powershell
& "C:\Program Files\Unity\Hub\Editor\{VERSION}\Editor\Unity.exe" `
-batchmode `
-nographics `
-projectPath "{PROJECT_PATH}" `
-runTests `
-testPlatform editmode `
-testResults "{TEMP}\results.xml" `
-logFile "{TEMP}\test.log" `
-quit
CLI Execution (PlayMode)
powershell
& "C:\Program Files\Unity\Hub\Editor\{VERSION}\Editor\Unity.exe" `
-batchmode `
-projectPath "{PROJECT_PATH}" `
-runTests `
-testPlatform playmode `
-testResults "{TEMP}\results.xml" `
-logFile "{TEMP}\test.log" `
-quit
Note: PlayMode cannot use -nographics (requires scene rendering)
When to Use
Trigger Conditions (Proactive)
- •Test code (Tests path .cs files) created or modified
- •TDD workflow in progress (test-first development)
- •User explicitly requests "run tests", "execute tests"
- •CI/CD pipeline configuration needed
- •Test failure debugging required
Non-Trigger Conditions
- •General .cs file modifications without test context
- •Configuration or asset file changes only
- •Build or deployment tasks without test requirements
Reference Documentation
CLI Automation
Complete CLI reference and automation:
- •Full CLI option reference table
- •Unity Hub path detection (Windows/macOS)
- •ProjectVersion.txt parsing
- •Environment variable configuration
- •CI/CD pipeline templates (GitHub Actions)
- •Timeout and log management
Test Patterns
NUnit patterns and best practices:
- •NUnit attribute reference ([Test], [SetUp], [TestCase], etc.)
- •EditMode test patterns (pure C#, ScriptableObject)
- •PlayMode test patterns (MonoBehaviour, Scene loading)
- •Async test patterns (UniTask, IEnumerator)
- •Test fixture configuration (asmdef-based)
- •Mocking strategies (interface-based)
Result Parsing
Test result processing:
- •NUnit XML result format structure
- •PowerShell XML parsing snippets
- •Result summary extraction
- •Failed test detail extraction
- •CI/CD reporting integration
Key Principles
- •EditMode First: Use EditMode for pure logic tests (faster, no scene required)
- •PlayMode for Integration: Reserve PlayMode for MonoBehaviour and scene tests
- •Isolate Dependencies: Use interfaces for testable architecture
- •Fast Feedback Loop: Filter tests during development for quick iteration
- •Automate in CI/CD: Configure batchmode execution for continuous testing
Common Patterns
Test Filtering
powershell
# Filter by test name (semicolon-separated) -testFilter "LoginTest;AuthTest" # Filter by regex pattern -testFilter ".*Service.*" # Filter by category -testCategory "Unit;Integration" # Filter by assembly -assemblyNames "Game.Domain.Tests;Game.Service.Tests"
Unity Version Detection
powershell
# Parse ProjectVersion.txt
$versionFile = Get-Content "{PROJECT_PATH}/ProjectSettings/ProjectVersion.txt"
$version = ($versionFile | Select-String "m_EditorVersion: (.+)").Matches.Groups[1].Value
# Construct Unity Editor path
$unityExe = "C:\Program Files\Unity\Hub\Editor\$version\Editor\Unity.exe"
Test Assembly Identification
code
Priority pattern for finding test assemblies:
1. {AssemblyName}.Tests.asmdef (same folder or Tests subfolder)
2. Tests/{AssemblyName}/*.asmdef
3. Assets/Tests/EditMode/*.asmdef (fallback)
Example:
Changed: Assets/Scripts/Domain/LoginService.cs
-> asmdef: Game.Domain.asmdef
-> Tests: Game.Domain.Tests.asmdef
-> Filter: -assemblyNames "Game.Domain.Tests"
Exit Codes
| Exit Code | Meaning | Action |
|---|---|---|
| 0 | All tests passed | Display summary |
| 2 | Test failures | Display failed test details |
| 1 | Other errors | Check log file for details |
Result Summary Format
code
Unity Test Results (EditMode)
-----------------------------------
Passed: 15
Failed: 2
Skipped: 1
Duration: 3.45s
Failed Tests:
1. LoginServiceTests.LoginWithInvalidCredentials_ThrowsException
-> Expected: ArgumentException
-> Actual: No exception thrown
2. AuthTests.TokenExpiry_ShouldInvalidateSession
-> Assert.AreEqual failed
-> Expected: False, Actual: True
Platform Considerations
Windows
powershell
$unityExe = "C:\Program Files\Unity\Hub\Editor\{VERSION}\Editor\Unity.exe"
macOS
bash
unityExe="/Applications/Unity/Hub/Editor/{VERSION}/Unity.app/Contents/MacOS/Unity"
CI/CD Environment
powershell
# Use environment variable for flexibility
$unityExe = $env:UNITY_EDITOR_PATH
if (-not $unityExe) {
# Fallback to Unity Hub path
}
Error Handling
| Error | Resolution |
|---|---|
| Unity Editor path not found | Set UNITY_EDITOR_PATH environment variable |
| ProjectVersion.txt missing | Verify Unity project root location |
| Test timeout | Use -playerHeartbeatTimeout option (default: 600s) |
| License error | Verify Unity license activation |
Integration with Other Skills
- •unity-vcontainer: Configure DI mocks in test fixtures
- •unity-unitask: Write async tests with UniTask assertions
- •unity-async: Test coroutine-based logic
- •unity-performance: Profile test execution performance