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UnitySetUp and UnityTearDown

The UnitySetUp and UnityTearDown attributes are identical to the standard SetUp and TearDown attributes, with the exception that they allow for yielding instructions. The UnitySetUp and UnityTearDown attributes expect a return type of IEnumerator.

UnitySetUp and UnityTeardown example

public class SetUpTearDownExample
{
    [UnitySetUp]
    public IEnumerator SetUp()
    {
        yield return new EnterPlayMode();
    }

    [Test]
    public void MyTest()
    {
        Debug.Log("This runs inside playmode");
    }

    [UnityTearDown]
    public IEnumerator TearDown()
    {

        yield return new ExitPlayMode();
    }
}

Execution order

UnitySetUp and UnityTearDown can be used with either the Test or UnityTest test attributes. In both cases the relative execution order of Unity and non-Unity SetUp and TearDown attributes is the same. The only difference is that a UnityTest allows for yielding instructions during the test that can result in a domain reload, in which case the non-Unity SetUp and TearDown methods are re-run before proceeding to the second part of the test.

SetUp and TearDown Execution Order

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Base and Derived classes

The term base in the execution order denotes a base class from which a test class inherits. UnitySetUp and UnityTearDown follow the same pattern as NUnit SetUp and TearDown attributes in determining execution order between base classes and their derivatives. SetUp methods are called on base classes first, and then on derived classes. TearDown methods are called on derived classes first, and then on the base class. See the NUnit Documentation for more details.

Base and Derived class example

    public class BaseClass
    {
        [OneTimeSetUp]
        public void OneTimeSetUp()
        {
            Debug.Log("OneTimeSetUp Base");
        }

        [SetUp]
        public void SetUp()
        {
            Debug.Log("SetUp Base");
        }

        [UnitySetUp]
        public IEnumerator UnitySetUp()
        {
            Debug.Log("UnitySetup Base");
            yield return null;
        }

        [TearDown]
        public void TearDown()
        {
            Debug.Log("TearDown Base");
        }

        [UnityTearDown]
        public IEnumerator UnityTearDown()
        {
            Debug.Log("UnityTearDown Base");
            yield return null;
        }
    }

    public class DerivedClass: BaseClass
    {
        [OneTimeSetUp]
        public new void OneTimeSetUp()
        {
            Debug.Log("OneTimeSetUp");
        }

        [SetUp]
        public new void SetUp()
        {
            Debug.Log("SetUp");
        }

        [UnitySetUp]
        public new IEnumerator UnitySetUp()
        {
            Debug.Log("UnitySetup");
            yield return null;
        }

        [Test]
        public void UnitTest()
        {
            Debug.Log("Test");
        }

        [UnityTest]
        public IEnumerator UnityTest()
        {
            Debug.Log("UnityTest before yield");
            yield return null;
            Debug.Log("UnityTest after yield");
        }

        [TearDown]
        public new void TearDown()
        {
            Debug.Log("TearDown");
        }

        [UnityTearDown]
        public new IEnumerator UnityTearDown()
        {
            Debug.Log("UnityTearDown");
            yield return null;
        }

        [OneTimeTearDown]
        public void OneTimeTearDown()
        {
            Debug.Log("OneTimeTearDown");
        }
    }

Domain reload example

    public class BaseClass
    {
        [OneTimeSetUp]
        public void OneTimeSetUp()
        {
            Debug.Log("OneTimeSetUp Base");
        }

        [SetUp]
        public void SetUp()
        {
            Debug.Log("SetUp Base");
        }

        [UnitySetUp]
        public IEnumerator UnitySetUp()
        {
            Debug.Log("UnitySetup Base");
            yield return null;
        }

        [TearDown]
        public void TearDown()
        {
            Debug.Log("TearDown Base");
        }

        [UnityTearDown]
        public IEnumerator UnityTearDown()
        {
            Debug.Log("UnityTearDown Base");
            yield return null;
        }
    }

    public class DerivedClass: BaseClass
    {
        [OneTimeSetUp]
        public new void OneTimeSetUp()
        {
            Debug.Log("OneTimeSetUp");
        }

        [SetUp]
        public new void SetUp()
        {
            Debug.Log("SetUp");
        }

        [UnitySetUp]
        public new IEnumerator UnitySetUp()
        {
            Debug.Log("UnitySetup");
            yield return null;
        }

        [Test]
        public void UnitTest()
        {
            Debug.Log("Test");
        }

        [UnityTest]
        public IEnumerator UnityTest()
        {
            Debug.Log("UnityTest before yield");
            yield return new EnterPlayMode(); 
            //Domain reload happening
            yield return new ExitPlayMode();
            Debug.Log("UnityTest after yield");
        }

        [TearDown]
        public new void TearDown()
        {
            Debug.Log("TearDown");
        }

        [UnityTearDown]
        public new IEnumerator UnityTearDown()
        {
            Debug.Log("UnityTearDown");
            yield return null;
        }

        [OneTimeTearDown]
        public void OneTimeTearDown()
        {
            Debug.Log("OneTimeTearDown");
        }
    }