EditMode Unit Test passes in Editor, fails during Cloud Build

Greetings everyone. I have a very simple UnitTest that checks if an object exists in the main scene of a project. This test passes fine in the Editor, but fails during Cloud Build.

[Test]
public void GameModeMatchesPlatform()
{
      var gameManager = Object.FindObjectOfType<GameManager>();

      Assert.NotNull(gameManager);
}

Can anyone shed light on this please?

we are experiencing the same issue with our project. as soon as AT are activated in the CB, the CB hangs for 3 to 4 hours and then gets ‘cancelled’ automatically.
Locally the AT works fine

i solved my problem by reworking my tests to be runtime tests. And that worked. for a couple of days. now I get the same issue as you @mylastggColto where the build hangs for 5 hours then is cancelled

[Unity] Request timed out while processing request “https://public-cdn.cloud.unity3d.com/config/production”, HTTP error code 0

thanks for the update!
what do you mean by ‘reworking my tests to be runtime tests’?

edit: we’ve found what’s causing the CB to hang forever: some tests are trying to connect to the apple sandbox environment to check receipts and stuff, and this seems to break the tests in the CB. we removed such tests and everything seems to be working just fine. I’ll report updates here if I have more to share

sorry, when i say runtime, I meant Playmode. So refactored the tests from EditorMode to PlayMode, but then also had issues for 24 hours, and now those same tests pass both locally AND on the cloud. So still no clue why they sometimes fail on the Cloud.