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unity-test-framework

Author and run the Unity game-engine Test Framework (`com.unity.test-framework`, currently v1.8). Distinct from the ThrowTheSwitch Unity C testing library at throwtheswitch.org/unity (covered by `qa-embedded/unity-test-framework-c` in this marketplace) - the two tools share only a name. Covers package install via Package Manager, the EditMode vs PlayMode split, the [Test] / [UnityTest] / [SetUp] / [TearDown] / [UnityPlatform] attributes, assembly-definition setup (Editor folder vs asmdef with `includePlatforms` / `optionalUnityReferences: [TestAssemblies]`), Test Runner window, command-line batch invocation with `-runTests` / `-testPlatform` / `-testResults` / `-testFilter` / `-testCategory`, NUnit 3.5 assertion API, and CI integration. Use when the unit under test is C# Unity code that needs to exercise the Unity runtime or editor.

unity-test-framework

Overview

Disambiguation up front. This skill covers the Unity game-engine Test Framework - the official Unity package com.unity.test-framework documented at docs.unity3d.com/Packages/com.unity.test-framework@latest (currently version 1.8 per the canonical-version redirect on that page; manual mirrored at the v1.4 manual snapshot for stable URLs).

It is distinct from the ThrowTheSwitch Unity C testing library at throwtheswitch.org/unity (a single-C-file unit-test framework for bare-metal MCUs). The two tools share only a name; they have unrelated origins, APIs, and consumers. For the C unit-test library, see the sibling skill qa-embedded/unity-test-framework-c in this same marketplace.

Per the package overview, UTF is built on NUnit 3.5 and supports both Edit Mode and Play Mode across Standalone, Android, and iOS target platforms.

Composes with:

When to use

  • Unit under test is C# Unity code that needs the Unity runtime (MonoBehaviour, GameObject, coroutines, scenes) or editor (AssetDatabase, EditorWindow) APIs available.
  • You want CI-runnable tests that integrate with Unity Cloud Build, GitHub Actions, or other CI via Unity's batch-mode CLI.
  • You need both isolated logic tests (EditMode) and integration tests that exercise scene lifecycle (PlayMode) in one harness.

For C unit tests on the firmware side of a hybrid game build, use qa-embedded/unity-test-framework-c instead.

Authoring

Install via Package Manager

Per the package overview, UTF "is shipped with the Unity Editor and should be automatically included in any project created with Unity 2019.2 or later". For manual install, open Package Manager → + → "Add package by name…" → com.unity.test-framework.

The Test Runner window is at Window → General → Test Runner (may be Window → Test Runner depending on Editor version).

EditMode tests

Per the Edit Mode vs Play Mode tests page: "Edit Mode tests … run in the Unity Editor without playing the game" and "can access both editor and game code".

Layout (two options):

  • Editor folder (legacy): place tests under any folder named Editor/. Unity auto-scopes them to the Editor platform.
  • Assembly definition (recommended): create an .asmdef with "includePlatforms": ["Editor"].

Minimal example:

using NUnit.Framework;
using UnityEngine;

namespace MyGame.Tests.EditMode
{
    public class HealthComponentTests
    {
        [Test]
        public void Damage_DeductsCorrectAmount()
        {
            var go = new GameObject();
            var health = go.AddComponent<HealthComponent>();
            health.Initialize(maxHealth: 100);

            health.ApplyDamage(35);

            Assert.AreEqual(65, health.Current);
        }

        [TearDown]
        public void Cleanup()
        {
            // EditMode tests must clean up created GameObjects;
            // they don't auto-tear-down between cases.
        }
    }
}

Per the edit-mode-vs-play-mode-tests page, the docs "recommend using the NUnit Test attribute rather than UnityTest, unless you need to yield special instructions, in Edit Mode, or if you need to skip a frame or wait for a certain amount of time in Play Mode".

PlayMode tests

Per the same page, PlayMode tests "execute as coroutines within the game runtime and can run standalone in a Player or within the Editor".

Assembly definition for PlayMode tests:

{
  "name": "MyGame.Tests.PlayMode",
  "references": ["MyGame.Runtime"],
  "optionalUnityReferences": ["TestAssemblies"],
  "includePlatforms": []
}

Per the edit-mode-vs-play-mode-tests page: the .asmdef must reference the code under test ("references": ["NewAssembly"]), optionally include "optionalUnityReferences": ["TestAssemblies"], and leave "includePlatforms": [] empty to allow multiple target platforms.

Minimal example:

using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;

namespace MyGame.Tests.PlayMode
{
    public class EnemyAITests
    {
        [UnityTest]
        public IEnumerator Enemy_PursuesPlayer_WithinRange()
        {
            var player = new GameObject("Player");
            var enemy  = Object.Instantiate(Resources.Load<GameObject>("Enemy"));
            enemy.transform.position = new Vector3(10f, 0f, 0f);

            yield return new WaitForSeconds(2f);

            var distance = Vector3.Distance(player.transform.position,
                                            enemy.transform.position);
            Assert.Less(distance, 5f, "Enemy did not close on player");
        }
    }
}

The [UnityTest] attribute, returning IEnumerator, lets the test yield frames (yield return null), seconds (yield return new WaitForSeconds(2f)), or custom yield instructions - necessary for any frame-driven behaviour.

Attribute cheatsheet

Per the v1.4 manual index and NUnit 3.5 docs the framework wraps:

AttributePurposeSource
[Test]Plain NUnit test - synchronousNUnit; recommended default per edit-mode-vs-play-mode docs
[UnityTest]Coroutine-style test that can yield frames / seconds in PlayMode or skip frames in EditModeUTF-specific
[SetUp] / [TearDown]Per-test fixture setup / cleanupNUnit
[OneTimeSetUp] / [OneTimeTearDown]Once-per-fixture setup / cleanupNUnit
[TestFixture]Marks a class as containing tests (optional in NUnit 3)NUnit
[Category("Smoke")]Tag a test for filteringNUnit; selectable via CLI -testCategory
[UnityPlatform(RuntimePlatform.WindowsPlayer)]Restrict test to specific runtime platformsUTF-specific
[ValueSource(nameof(MyCases))]Parameterised inputsNUnit; ValueSource is supported per the v1.4 manual (other parameterised attributes have known limitations - see Limitations section)

NUnit assertion APIs

Per the package overview, UTF is built on NUnit 3.5. The full NUnit 3 assertion model applies - Assert.AreEqual, Assert.Throws<T>(() => ...), Assert.That(actual, Is.EqualTo(expected).Within(0.01f)), etc. Per Unity's recommendation in the edit-mode-vs-play-mode docs, prefer the NUnit Test attribute over UnityTest "unless you need to yield special instructions".

Running

From the Test Runner window

Window → General → Test Runner (path may be Window → Test Runner in older Editor versions). The window shows two tabs:

  • EditMode - synchronous tests executed against the editor domain.
  • PlayMode - tests that enter and exit play mode for each fixture.

Click Run All, Run Selected, or right-click a fixture → Run to execute. Results display inline with stack traces on failure.

From the command line (batch mode)

Per the command-line reference, Unity exposes these flags:

FlagEffect
-runTests"Executes tests within the project."
-batchmode"Removes the need for manual user inputs when running tests from the command line."
-projectPath <path>Project root.
-testResults <path>"Designates where Unity stores the result file (XML format per NUnit standards). If unspecified, results are saved in the project root."
-testPlatform EditMode|PlayMode|<BuildTarget>"Default: EditMode if not specified." BuildTarget (e.g. StandaloneWindows64, Android) runs tests on a built player for that platform.
-testFilter "Pattern""Accepts a semicolon-separated list or regex pattern to match test names. Supports negation with !."
-testCategory "Smoke;Critical""Accepts a semicolon-separated list or regex pattern for category matching. Also supports negation with !."
-assemblyNames "MyGame.Tests.PlayMode"Limit to specific test assemblies.
-runSynchronouslyRun on the main thread synchronously (EditMode only).
-orderedTestListFile, -randomOrderSeed, -retry, -repeat, -playerHeartbeatTimeout, -testSettingsFile"Control test execution order, failure handling, timing, and settings configuration" per the same page.

Full example invocation (Linux / macOS):

Unity \
  -batchmode \
  -projectPath "$PWD" \
  -runTests \
  -testPlatform PlayMode \
  -testResults artifacts/playmode-results.xml \
  -testCategory "Smoke" \
  -logFile artifacts/unity.log

Windows equivalent: invoke "C:\Program Files\Unity\Hub\Editor\<version>\Editor\Unity.exe" with the same flags.

Exit-code caveat

Per the command-line reference page: "There is currently no common definition for exit codes reported by individual Unity components under test. Error messages and stack traces in results provide better diagnostic information." Treat the produced -testResults XML as the source of truth in CI rather than process exit code.

Parsing results

The XML written to -testResults <path> is NUnit 3 result format. The CI pipeline must parse it to surface failures.

Top-level structure (per NUnit 3):

<test-run id="2" testcasecount="42" result="Failed" total="42"
          passed="40" failed="1" inconclusive="0" skipped="1">
  <test-suite ...>
    <test-case fullname="MyGame.Tests.HealthTests.Damage_DeductsCorrectAmount"
               result="Passed" duration="0.012"/>
    <test-case fullname="MyGame.Tests.EnemyAITests.Enemy_PursuesPlayer_WithinRange"
               result="Failed" duration="2.34">
      <failure>
        <message><![CDATA[Enemy did not close on player]]></message>
        <stack-trace><![CDATA[at MyGame.Tests.EnemyAITests...]]></stack-trace>
      </failure>
    </test-case>
  </test-suite>
</test-run>

Surface result="Failed" at the <test-run> level for the overall pass / fail, then enumerate <test-case result="Failed"> for per-test detail. The schema is NUnit-canonical - parsers exist for JUnit consumers (e.g., nunit-junit-xml converters) for tools that expect JUnit XML.

CI integration

GitHub Actions example using game-ci/unity-test-runner:

jobs:
  unity-tests:
    runs-on: ubuntu-latest
    steps:
      - uses: actions/checkout@v4
        with:
          lfs: true
      - uses: actions/cache@v4
        with:
          path: Library
          key: Library-${{ github.sha }}
          restore-keys: Library-
      - uses: game-ci/unity-test-runner@v4
        env:
          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
        with:
          testMode: all  # editmode + playmode
          artifactsPath: artifacts
          coverageOptions: "generateAdditionalMetrics;generateHtmlReport"
      - uses: actions/upload-artifact@v4
        if: always()
        with:
          name: unity-test-results
          path: artifacts/**/*.xml

Bare-CLI equivalent - invoke Unity directly with the flags from the command-line reference and treat the -testResults XML as source of truth.

Cache the Library/ folder across runs - Unity re-imports all assets without it, adding 5 - 15 min per CI run.

Anti-patterns

Anti-patternWhy it failsFix
Using [UnityTest] everywhereSlower than [Test] because each test enters play modePer edit-mode-vs-play-mode docs, use [Test] unless you need to yield
Forgetting optionalUnityReferences: ["TestAssemblies"]Test assembly isn't picked up by Test RunnerAdd per the asmdef block in edit-mode-vs-play-mode-tests
Test asmdef references production asmdef but production has no public typesTests can't compileUse InternalsVisibleTo attribute on production asmdef or expose minimal public surface
Not cleaning up GameObjects between EditMode testsCross-test contamination[TearDown] Object.DestroyImmediate(go) on every fixture
Trusting Unity process exit code in CIPer command-line reference, "no common definition for exit codes"Parse -testResults XML in CI
Skipping the Library/ cache5 - 15 min asset reimport per CI runactions/cache@v4 with the Library/ path
Confusing this skill with ThrowTheSwitch Unity (C)Different tool with the same nameSee qa-embedded/unity-test-framework-c

Limitations

Per the v1.4 manual index page, known constraints:

  • No WSA platform support for UnityTest - Windows Store Apps cannot run [UnityTest] coroutine-style tests.
  • Parameterised tests unsupported (except ValueSource) - NUnit [TestCase], [TestCaseSource] have historical caveats in UTF.
  • [Repeat] attribute incompatibility - listed as a known limitation.
  • Nested test fixtures cannot run from the Editor UI.
  • [Retry] attribute causes InvalidCastException in PlayMode tests.

Other practical limitations:

  • Asset Database in PlayMode is sandboxed. PlayMode tests cannot freely create / mutate assets the way EditMode tests can.
  • Coverage requires the separate com.unity.testtools.codecoverage package; not included by default.
  • License gating on CI - Unity batch-mode CI requires either a Personal/Plus license seat (-username -password -serial) or a manual .ulf license file; consult Unity's documentation for the current activation flow before standing up CI.
  • No public common exit-code definition per the command-line reference; parse XML, don't rely on exit code.
  • EditMode test that enters PlayMode can do so per the edit-mode-vs-play-mode-tests page ("Edit Mode tests can control entering and exiting Play Mode from your test") but cross-mode tests are notoriously flaky; prefer keeping the two modes' tests separate.