Maze / Library /PackageCache /com.unity.test-framework@1.1.33 /Documentation~ /reference-attribute-testplayerbuildmodifier.md
| # TestPlayerBuildModifier attribute | |
| You can use the `TestPlayerBuildModifier` attribute to accomplish a couple of different scenarios: | |
| ## Modify the Player build options for Play Mode tests | |
| It is possible to change the [BuildPlayerOptions](https://docs.unity3d.com/ScriptReference/BuildPlayerOptions.html) for the test **Player**, to achieve custom behavior when running **Play Mode** tests. Modifying the build options allows for changing the target location of the build as well as changing [BuildOptions](https://docs.unity3d.com/ScriptReference/BuildOptions.html). | |
| To modify the `BuildPlayerOptions`, do the following: | |
| * Implement the `ITestPlayerBuildModifier` | |
| * Reference the implementation type in a `TestPlayerBuildModifier` attribute on an assembly level. | |
| ### Example | |
| ```c# | |
| using UnityEditor; | |
| using UnityEditor.TestTools; | |
| [assembly:TestPlayerBuildModifier(typeof(BuildModifier))] | |
| public class BuildModifier : ITestPlayerBuildModifier | |
| { | |
| public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions) | |
| { | |
| if (playerOptions.target == BuildTarget.iOS) | |
| { | |
| playerOptions.options |= BuildOptions.SymlinkLibraries; // Enable symlink libraries when running on iOS | |
| } | |
| playerOptions.options |= BuildOptions.AllowDebugging; // Enable allow Debugging flag on the test Player. | |
| return playerOptions; | |
| } | |
| } | |
| ``` | |
| > **Note:** When building the Player, it includes all `TestPlayerBuildModifier` attributes across all loaded assemblies, independent of the currently used test filter. As the implementation references the `UnityEditor` namespace, the code is typically implemented in an Editor only assembly, as the `UnityEditor` namespace is not available otherwise. | |
| ## Split build and run | |
| It is possible to use the Unity Editor for building the Player with tests, without [running the tests](./workflow-run-playmode-test-standalone.md). This allows for running the Player on e.g. another machine. In this case, it is necessary to modify the Player to build and implement a custom handling of the test result. | |
| By using `TestPlayerBuildModifier`, you can alter the `BuildOptions` to not start the Player after the build as well as build the Player at a specific location. Combined with [PostBuildCleanup](./reference-setup-and-cleanup.md#prebuildsetup-and-postbuildcleanup), you can automatically exit the Editor on completion of the build. | |
| ### Example | |
| ```c# | |
| using System; | |
| using System.IO; | |
| using System.Linq; | |
| using Tests; | |
| using UnityEditor; | |
| using UnityEditor.TestTools; | |
| using UnityEngine; | |
| using UnityEngine.TestTools; | |
| [assembly:TestPlayerBuildModifier(typeof(HeadlessPlayModeSetup))] | |
| [assembly:PostBuildCleanup(typeof(HeadlessPlayModeSetup))] | |
| namespace Tests | |
| { | |
| public class HeadlessPlayModeSetup : ITestPlayerBuildModifier, IPostBuildCleanup | |
| { | |
| private static bool s_RunningPlayerTests; | |
| public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions) | |
| { | |
| // Do not launch the player after the build completes. | |
| playerOptions.options &= ~BuildOptions.AutoRunPlayer; | |
| // Set the headlessBuildLocation to the output directory you desire. It does not need to be inside the project. | |
| var headlessBuildLocation = Path.GetFullPath(Path.Combine(Application.dataPath, ".//..//PlayModeTestPlayer")); | |
| var fileName = Path.GetFileName(playerOptions.locationPathName); | |
| if (!string.IsNullOrEmpty(fileName)) | |
| { | |
| headlessBuildLocation = Path.Combine(headlessBuildLocation, fileName); | |
| } | |
| playerOptions.locationPathName = headlessBuildLocation; | |
| // Instruct the cleanup to exit the Editor if the run came from the command line. | |
| // The variable is static because the cleanup is being invoked in a new instance of the class. | |
| s_RunningPlayerTests = true; | |
| return playerOptions; | |
| } | |
| public void Cleanup() | |
| { | |
| if (s_RunningPlayerTests && IsRunningTestsFromCommandLine()) | |
| { | |
| // Exit the Editor on the next update, allowing for other PostBuildCleanup steps to run. | |
| EditorApplication.update += () => { EditorApplication.Exit(0); }; | |
| } | |
| } | |
| private static bool IsRunningTestsFromCommandLine() | |
| { | |
| var commandLineArgs = Environment.GetCommandLineArgs(); | |
| return commandLineArgs.Any(value => value == "-runTests"); | |
| } | |
| } | |
| } | |
| ``` | |
| If the Editor is still running after the Play Mode tests have run, the Player tries to report the results back, using [PlayerConnection](https://docs.unity3d.com/ScriptReference/Networking.PlayerConnection.PlayerConnection.html), which has a reference to the IP address of the Editor machine, when built. | |
| To implement a custom way of reporting the results of the test run, let one of the assemblies in the Player include a [TestRunCallback](./reference-attribute-testruncallback.md). At `RunFinished`, it is possible to get the full test report as XML from the [NUnit](http://www.nunit.org/) test result by calling `result.ToXml(true)`. You can save the result and then save it on the device or send it to another machine as needed. | |