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Unity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.
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Unity Test Framework
Overview
Unity Test Framework provides NUnit-based testing for Unity with EditMode (fast, no runtime) and PlayMode (full Unity lifecycle) test support.
When to Use
- Unit testing game logic
- Integration testing systems
- Testing MonoBehaviour lifecycle
- Automated regression testing
- CI/CD test gates
Test Assembly Setup
Assembly Definition (EditMode)
// Tests/Editor/MyGame.Tests.Editor.asmdef
{
"name": "MyGame.Tests.Editor",
"rootNamespace": "MyGame.Tests",
"references": [
"MyGame.Core",
"MyGame.Gameplay",
"VContainer",
"UniTask"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll",
"NSubstitute.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [],
"noEngineReferences": false
}
Assembly Definition (PlayMode)
// Tests/Runtime/MyGame.Tests.Runtime.asmdef
{
"name": "MyGame.Tests.Runtime",
"references": [
"MyGame.Core",
"MyGame.Gameplay",
"VContainer",
"UniTask"
],
"includePlatforms": [],
"excludePlatforms": [],
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll",
"NSubstitute.dll"
],
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
]
}
EditMode Tests
Basic Test Structure
using NUnit.Framework;
namespace MyGame.Tests
{
[TestFixture]
public class DamageCalculatorTests
{
private DamageCalculator _calculator;
[SetUp]
public void SetUp()
{
_calculator = new DamageCalculator();
}
[TearDown]
public void TearDown()
{
_calculator = null;
}
[Test]
public void CalculateDamage_WithCrit_DoublesBaseDamage()
{
// Arrange
var baseDamage = 100;
var isCrit = true;
// Act
var result = _calculator.Calculate(baseDamage, isCrit);
// Assert
Assert.AreEqual(200, result);
}
[Test]
public void CalculateDamage_NoCrit_ReturnsBaseDamage()
{
var result = _calculator.Calculate(100, false);
Assert.AreEqual(100, result);
}
}
}
Parameterized Tests
[TestFixture]
public class AttributeTests
{
[TestCase(100, 0.5f, 50)]
[TestCase(100, 1.0f, 100)]
[TestCase(100, 2.0f, 200)]
[TestCase(0, 1.5f, 0)]
public void ApplyMultiplier_ReturnsCorrectValue(float baseValue, float multiplier, float expected)
{
var result = AttributeCalculator.ApplyMultiplier(baseValue, multiplier);
Assert.AreEqual(expected, result, 0.001f);
}
[TestCaseSource(nameof(DamageTestCases))]
public void CalculateDamage_WithTestCases(int attack, int defense, int expected)
{
var result = DamageFormula.Calculate(attack, defense);
Assert.AreEqual(expected, result);
}
private static IEnumerable<TestCaseData> DamageTestCases()
{
yield return new TestCaseData(100, 50, 75).SetName("Normal damage");
yield return new TestCaseData(100, 100, 50).SetName("Equal stats");
yield return new TestCaseData(50, 100, 25).SetName("High defense");
}
}
Testing with GameObjects
[TestFixture]
public class HealthComponentTests
{
private GameObject _testObject;
private HealthComponent _health;
[SetUp]
public void SetUp()
{
_testObject = new GameObject("TestHealth");
_health = _testObject.AddComponent<HealthComponent>();
_health.Initialize(100);
}
[TearDown]
public void TearDown()
{
Object.DestroyImmediate(_testObject);
}
[Test]
public void TakeDamage_ReducesHealth()
{
_health.TakeDamage(30);
Assert.AreEqual(70, _health.CurrentHealth);
}
[Test]
public void TakeDamage_AtZero_TriggersDeath()
{
bool deathTriggered = false;
_health.OnDeath += () => deathTriggered = true;
_health.TakeDamage(100);
Assert.IsTrue(deathTriggered);
Assert.AreEqual(0, _health.CurrentHealth);
}
}
PlayMode Tests
Basic PlayMode Test
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
[TestFixture]
public class PlayerMovementTests
{
private GameObject _player;
private PlayerMovement _movement;
[UnitySetUp]
public IEnumerator SetUp()
{
_player = new GameObject("Player");
_movement = _player.AddComponent<PlayerMovement>();
yield return null; // Wait one frame for Awake/Start
}
[UnityTearDown]
public IEnumerator TearDown()
{
Object.Destroy(_player);
yield return null;
}
[UnityTest]
public IEnumerator Move_OverTime_ChangesPosition()
{
var startPos = _player.transform.position;
_movement.Move(Vector3.forward);
yield return new WaitForSeconds(0.5f);
Assert.AreNotEqual(startPos, _player.transform.position);
}
}
Async Tests with UniTask
using Cysharp.Threading.Tasks;
[TestFixture]
public class AsyncServiceTests
{
[Test]
public async Task LoadDataAsync_ReturnsValidData()
{
var service = new DataService();
var result = await service.LoadDataAsync();
Assert.IsNotNull(result);
Assert.IsTrue(result.IsValid);
}
[UnityTest]
public IEnumerator LoadDataAsync_WithUniTask_Works() => UniTask.ToCoroutine(async () =>
{
var service = new DataService();
var result = await service.LoadDataAsync();
Assert.IsNotNull(result);
});
}
Mocking with NSubstitute
Basic Mocking
using NSubstitute;
[TestFixture]
public class CombatSystemTests
{
private ICombatSystem _combatSystem;
private ITargetingService _mockTargeting;
private IDamageCalculator _mockDamage;
[SetUp]
public void SetUp()
{
_mockTargeting = Substitute.For<ITargetingService>();
_mockDamage = Substitute.For<IDamageCalculator>();
_combatSystem = new CombatSystem(_mockTargeting, _mockDamage);
}
[Test]
public void Attack_WithValidTarget_CalculatesDamage()
{
// Arrange
var attacker = CreateTestCharacter();
var target = CreateTestCharacter();
_mockTargeting.GetTarget(attacker).Returns(target);
_mockDamage.Calculate(Arg.Any<AttackData>()).Returns(50);
// Act
_combatSystem.Attack(attacker);
// Assert
_mockDamage.Received(1).Calculate(Arg.Any<AttackData>());
}
[Test]
public void Attack_WithNoTarget_DoesNotCalculateDamage()
{
var attacker = CreateTestCharacter();
_mockTargeting.GetTarget(attacker).Returns((Character)null);
_combatSystem.Attack(attacker);
_mockDamage.DidNotReceive().Calculate(Arg.Any<AttackData>());
}
}
Mocking Async Methods
[Test]
public async Task SaveGame_CallsStorageService()
{
var mockStorage = Substitute.For<IStorageService>();
mockStorage.SaveAsync(Arg.Any<SaveData>()).Returns(UniTask.CompletedTask);
var saveSystem = new SaveSystem(mockStorage);
await saveSystem.SaveGameAsync();
await mockStorage.Received(1).SaveAsync(Arg.Any<SaveData>());
}
Argument Matchers
[Test]
public void ApplyDamage_WithCorrectAmount()
{
var mockHealth = Substitute.For<IHealthComponent>();
var combat = new CombatHandler(mockHealth);
combat.ApplyDamage(100);
// Exact value
mockHealth.Received().TakeDamage(100);
// Any value
mockHealth.Received().TakeDamage(Arg.Any<int>());
// Value matching condition
mockHealth.Received().TakeDamage(Arg.Is<int>(x => x > 0));
}
Testing VContainer
Testing with DI Container
[TestFixture]
public class ServiceTests
{
private LifetimeScope _testScope;
[SetUp]
public void SetUp()
{
_testScope = LifetimeScope.Create(builder =>
{
// Register mocks
var mockRepo = Substitute.For<IPlayerRepository>();
builder.RegisterInstance(mockRepo);
// Register real service under test
builder.Register<PlayerService>(Lifetime.Singleton);
});
}
[TearDown]
public void TearDown()
{
_testScope?.Dispose();
}
[Test]
public void PlayerService_ResolvesCorrectly()
{
var service = _testScope.Container.Resolve<PlayerService>();
Assert.IsNotNull(service);
}
}
Testing Installers
[Test]
public void GameInstaller_RegistersAllDependencies()
{
using var scope = LifetimeScope.Create(new GameInstaller());
// Verify critical services resolve
Assert.DoesNotThrow(() => scope.Container.Resolve<IPlayerService>());
Assert.DoesNotThrow(() => scope.Container.Resolve<ICombatService>());
Assert.DoesNotThrow(() => scope.Container.Resolve<IInventoryService>());
}
Test Utilities
Test Base Class
public abstract class GameplayTestBase
{
protected GameObject TestGameObject { get; private set; }
[SetUp]
public virtual void SetUp()
{
TestGameObject = new GameObject("Test");
}
[TearDown]
public virtual void TearDown()
{
if (TestGameObject != null)
Object.DestroyImmediate(TestGameObject);
}
protected T AddComponent<T>() where T : Component
{
return TestGameObject.AddComponent<T>();
}
protected GameObject CreateChild(string name = "Child")
{
var child = new GameObject(name);
child.transform.SetParent(TestGameObject.transform);
return child;
}
}
// Usage
public class MyTests : GameplayTestBase
{
[Test]
public void Test()
{
var component = AddComponent<MyComponent>();
// Test...
}
}
Async Test Helpers
public static class AsyncTestHelpers
{
public static IEnumerator WaitForCondition(
Func<bool> condition,
float timeout = 5f,
string message = "Condition not met")
{
var startTime = Time.time;
while (!condition())
{
if (Time.time - startTime > timeout)
{
Assert.Fail(message);
yield break;
}
yield return null;
}
}
public static IEnumerator WaitFrames(int frames)
{
for (int i = 0; i < frames; i++)
yield return null;
}
}
ScriptableObject Test Helper
public static class ScriptableObjectTestHelper
{
public static T CreateInstance<T>() where T : ScriptableObject
{
return ScriptableObject.CreateInstance<T>();
}
public static T CreateInstance<T>(Action<T> configure) where T : ScriptableObject
{
var instance = ScriptableObject.CreateInstance<T>();
configure(instance);
return instance;
}
}
// Usage
[Test]
public void AbilityConfig_HasCorrectDefaults()
{
var ability = ScriptableObjectTestHelper.CreateInstance<AbilitySO>(a =>
{
a.Damage = 100;
a.Cooldown = 5f;
});
Assert.AreEqual(100, ability.Damage);
}
Test Categories and Filtering
Categories
[TestFixture]
[Category("Combat")]
public class CombatTests
{
[Test]
[Category("Critical")]
public void CriticalCombatTest() { }
[Test]
[Category("Slow")]
public void SlowCombatTest() { }
}
// Run specific category:
// Unity Test Runner > Category filter
// Or CLI: -testFilter "Category=Combat"
Conditional Tests
[Test]
[Platform(Include = "Editor")]
public void EditorOnlyTest() { }
[Test]
[UnityPlatform(RuntimePlatform.Android, RuntimePlatform.IPhonePlayer)]
public void MobileOnlyTest() { }
[Test]
[Ignore("Not implemented yet")]
public void FutureTest() { }
Assertions
Common Assertions
// Equality
Assert.AreEqual(expected, actual);
Assert.AreNotEqual(unexpected, actual);
// Boolean
Assert.IsTrue(condition);
Assert.IsFalse(condition);
// Null
Assert.IsNull(obj);
Assert.IsNotNull(obj);
// Collections
Assert.Contains(item, collection);
Assert.IsEmpty(collection);
CollectionAssert.AreEqual(expected, actual);
CollectionAssert.AreEquivalent(expected, actual); // Order doesn't matter
// Exceptions
Assert.Throws<ArgumentException>(() => MethodThatThrows());
Assert.DoesNotThrow(() => SafeMethod());
// Floating point (with tolerance)
Assert.AreEqual(1.0f, actual, 0.001f);
// String
StringAssert.Contains("expected", actualString);
StringAssert.StartsWith("prefix", actualString);
Custom Assertions
public static class GameAssert
{
public static void IsAlive(Character character)
{
Assert.IsTrue(character.IsAlive, $"Expected {character.Name} to be alive");
}
public static void HasTag(GameplayTagContainer container, string tag)
{
Assert.IsTrue(
container.HasTag(GameplayTag.Get(tag)),
$"Expected container to have tag '{tag}'"
);
}
}
CI/CD Integration
Command Line Execution
# Run EditMode tests
Unity -runTests -batchmode -projectPath /path/to/project \
-testPlatform EditMode \
-testResults results.xml \
-logFile test.log
# Run specific category
Unity -runTests -batchmode -projectPath /path/to/project \
-testPlatform EditMode \
-testFilter "Category=Critical"
# Run PlayMode tests
Unity -runTests -batchmode -projectPath /path/to/project \
-testPlatform PlayMode \
-testResults results.xml
GitHub Actions Example
- name: Run Tests
run: |
Unity -runTests \
-batchmode \
-projectPath . \
-testPlatform EditMode \
-testResults TestResults.xml \
-logFile TestLog.txt
- name: Upload Results
uses: actions/upload-artifact@v3
with:
name: test-results
path: TestResults.xml
Best Practices
- Name tests clearly -
Method_Scenario_ExpectedResult - One assertion per test when possible
- Use SetUp/TearDown for common initialization
- Mock external dependencies - Don't test the framework
- Keep tests fast - EditMode for logic, PlayMode only when needed
- Test edge cases - Null, empty, boundary values
- Use categories for filtering
- Run tests before commit - Pre-commit hooks
- Maintain test independence - No shared state
- Write tests for bugs - Prevent regression