unity-test-framework

Use whenever C# code in a Unity game-engine project needs tests that use the Unity runtime or editor: Unity Test Framework EditMode vs PlayMode tests, [Test] and [UnityTest], assembly definitions, the Test Runner window, batch-mode command-line runs and CI. Not the ThrowTheSwitch C library.

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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 (opens in new window). It is distinct from the ThrowTheSwitch Unity C testing library at throwtheswitch.org/unity (opens in new window) (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 unity-test-framework-c in the qa-embedded plugin.

UTF is built on NUnit 3.5 and supports both Edit Mode and Play Mode across Standalone, Android, and iOS target platforms (per the package overview (opens in new window)).

Versioning. UTF is currently v1.8; the stable doc links below pin to the v1.4 manual snapshot for durable URLs. Both describe the same package.

Composes with:

  • platform-cert-overview-reference for what category of test each Unity test belongs to (functional / performance / etc.), and for cert-gated requirements UTF tests should cover (XR-001 Title Stability, XR-074 Service Loss, XR-115 Controller add / remove).
  • multiplayer-state-machine-coverage and gameplay-recording-replay for state-machine and replay-driven test patterns inside UTF PlayMode tests.

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 unity-test-framework-c instead.

Authoring

Install via Package Manager

UTF "is shipped with the Unity Editor and should be automatically included in any project created with Unity 2019.2 or later" (per the package overview). 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 (opens in new window), Edit Mode tests "are only run in the Unity Editor and have access to the Editor code in addition to the 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.
        }
    }
}

The docs recommend the NUnit Test attribute rather than UnityTest unless you need to yield special instructions in Edit Mode, or skip a frame / wait for an amount of time in Play Mode.

PlayMode tests

PlayMode tests "execute as coroutines within the game runtime and can run standalone in a Player or within the Editor". Assembly definition:

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

Per the edit-mode-vs-play-mode docs, 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.

Attributes

The common attributes are [Test] (synchronous NUnit), [UnityTest] (coroutine, yields frames/seconds), [SetUp] / [TearDown], [OneTimeSetUp] / [OneTimeTearDown], [Category("Smoke")] (CLI-selectable), and [UnityPlatform(...)]. The full cheatsheet with sources and the ValueSource parameterisation note is in references/attributes.md.

NUnit assertion APIs

UTF is built on NUnit 3.5, so the full NUnit 3 assertion model applies - Assert.AreEqual, Assert.Throws<T>(() => ...), Assert.That(actual, Is.EqualTo(expected).Within(0.01f)), etc. 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)

Invoke Unity in batch mode and treat the -testResults XML as the source of truth (Unity has no common exit-code definition):

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

The full batch-mode flag table (-testFilter, -testPlatform, -assemblyNames, ordering / retry flags), the Windows invocation, and the exit-code caveat are in references/cli.md.

Parsing results

The -testResults XML is NUnit 3 result format. Surface result="Failed" at the <test-run> level for the overall verdict, then enumerate <test-case result="Failed"> for per-test detail; nunit-junit-xml converters exist for JUnit consumers. The full schema example is in references/results-and-ci.md.

CI integration

Run UTF in CI via game-ci/unity-test-runner (or the bare batch-mode CLI), upload the -testResults XML as an artifact, and cache the Library/ folder across runs - Unity re-imports all assets without it, adding 5 - 15 min per run. A complete GitHub Actions workflow is in references/results-and-ci.md.

Anti-patterns

Anti-patternWhy it failsFix
Using [UnityTest] everywhereSlower than [Test] because each test enters play modeUse [Test] unless you need to yield (per the edit-mode-vs-play-mode docs)
Forgetting optionalUnityReferences: ["TestAssemblies"]Test assembly isn't picked up by Test RunnerAdd it per the PlayMode asmdef block above
Test asmdef references production asmdef but production has no public typesTests can't compileUse InternalsVisibleTo 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 CINo common definition for exit codesParse -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 unity-test-framework-c

Limitations

Known constraints (per the v1.4 manual index):

  • 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 an activated Personal/Plus license seat or a manual .ulf license file; consult Unity's documentation for the current activation flow before standing up CI. Keep the seat credentials or the .ulf contents in the CI secret store and inject them as environment variables; never write them into a workflow file or a logged command line.
  • No public common exit-code definition (per the command-line reference); parse XML, don't rely on exit code.
  • EditMode test that enters PlayMode is supported ("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.
Reference

UTF attribute cheatsheet - reference

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Attributes for unity-test-framework, per the v1.4 manual index (opens in new window) and the 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 the skill's Limitations section)
Reference

UTF command-line (batch mode) - reference

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Batch-mode flags and the exit-code caveat for unity-test-framework, per the command-line reference (opens in new window).

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 (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: "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 the process exit code.

Reference

UTF result parsing and CI - reference

View source (opens in a new tab) (opens in new window)

NUnit 3 result format and CI wiring for unity-test-framework.

NUnit 3 result XML

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

<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 - nunit-junit-xml converters exist for tools that expect JUnit XML.

GitHub Actions

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

Cache the Library/ folder across runs - Unity re-imports all assets without it, adding 5 - 15 min per CI run. The bare-CLI equivalent invokes Unity directly with the flags in cli.md (opens in new window) and treats the -testResults XML as the source of truth.