Maze / Library /PackageCache /com.unity.test-framework@1.1.33 /Documentation~ /reference-attribute-unitytest.md
| # UnityTest attribute | |
| `UnityTest` attribute is the main addition to the standard [NUnit](http://www.nunit.org/) library for the Unity Test Framework. This type of unit test allows you to skip a frame from within a test (so background tasks can finish) or give certain commands to the Unity **Editor**, such as performing a domain reload or entering **Play Mode** from an **Edit Mode** test. | |
| In Play Mode, the `UnityTest` attribute runs as a [coroutine](https://docs.unity3d.com/Manual/Coroutines.html). Whereas Edit Mode tests run in the [EditorApplication.update](https://docs.unity3d.com/ScriptReference/EditorApplication-update.html) callback loop. | |
| The `UnityTest` attribute is, in fact, an alternative to the `NUnit` [Test attribute](https://github.com/nunit/docs/wiki/Test-Attribute), which allows yielding instructions back to the framework. Once the instruction is complete, the test run continues. If you `yield return null`, you skip a frame. That might be necessary to ensure that some changes do happen on the next iteration of either the `EditorApplication.update` loop or the [game loop](https://docs.unity3d.com/Manual/ExecutionOrder.html). | |
| ## Edit Mode example | |
| The most simple example of an Edit Mode test could be the one that yields `null` to skip the current frame and then continues to run: | |
| ```C# | |
| [UnityTest] | |
| public IEnumerator EditorUtility_WhenExecuted_ReturnsSuccess() | |
| { | |
| var utility = RunEditorUtilityInTheBackground(); | |
| while (utility.isRunning) | |
| { | |
| yield return null; | |
| } | |
| Assert.IsTrue(utility.isSuccess); | |
| } | |
| ``` | |
| ## Play Mode example | |
| In Play Mode, a test runs as a coroutine attached to a [MonoBehaviour](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html). So all the yield instructions available in coroutines, are also available in your test. | |
| From a Play Mode test you can use one of Unity’s [Yield Instructions](https://docs.unity3d.com/ScriptReference/YieldInstruction.html): | |
| - [WaitForFixedUpdate](https://docs.unity3d.com/ScriptReference/WaitForFixedUpdate.html): to ensure changes expected within the next cycle of physics calculations. | |
| - [WaitForSeconds](https://docs.unity3d.com/ScriptReference/WaitForSeconds.html): if you want to pause your test coroutine for a fixed amount of time. Be careful about creating long-running tests. | |
| The simplest example is to yield to `WaitForFixedUpdate`: | |
| ```c# | |
| [UnityTest] | |
| public IEnumerator GameObject_WithRigidBody_WillBeAffectedByPhysics() | |
| { | |
| var go = new GameObject(); | |
| go.AddComponent<Rigidbody>(); | |
| var originalPosition = go.transform.position.y; | |
| yield return new WaitForFixedUpdate(); | |
| Assert.AreNotEqual(originalPosition, go.transform.position.y); | |
| } | |
| ``` | |