Even more comments about UTF documentation

Hey @Warnecke , here are some more comments about the documentation:

  1. In About Unity Test Framework | Test Framework | 1.1.33
    Minimal supported version is listed as 2019.2, but i don’t think this is correct (see my other thread ).

Broken links

  1. In Running tests from the command line | Test Framework | 1.1.33
    There’s a broken link (404) in the bottom of the page (i actually used a chrome extension called “check my links”, really useful for verifying such things):

  1. In Actions outside of tests | Test Framework | 1.1.33
    Link to UnityTest is broken (404)
  2. Escaped characters (e.g: &lt and &gt) on the left side (under “References”):

5115683--505052--upload_2019-10-28_23-24-49.png

  1. In Workflow: How to run a Play Mode test in player | Test Framework | 1.1.33
    The title is “Workflow: How to run a Play Mode test in player”
    but on the left side it is shown as “How to run a Play Mode test as standalone

  2. Edit mode vs play mode tests
    Edit Mode vs. Play Mode tests | Test Framework | 1.1.33

The descriptions on this page are still not accurate IMHO (i think i already said it in a different thread in the past).

Example:
“With Edit Mode tests it is possible to test any of your Editor extensions using the UnityTest attribute. For Edit Mode tests, your test code runs in the EditorApplication.update callback loop.”

This is really the first explanation about these tests, so i wouldn’t start with UnityTest or editor extensions. edit-mode tests can pretty much test anything, so long as you don’t rely on the play loop or play mode to be active. So it’s really not about editor extensions or the update callback loop.

I would go with something like this (not perfect but i believe you could improve on this…):
“With Edit mode tests it is possible to test any code that does not rely on running in play mode. For example - plain old C# classes that don’t need the engine to run in play mode, or even editor extensions”.

Example 2:
“You can run Play Mode tests as a standalone in a Player or inside the Editor. Play Mode tests allow you to exercise your game code, as the tests run as coroutines if marked with the UnityTest attribute.”

This is also, the very first paragraph that discusses play mode tests. the test don’t run as coroutines, although you do have the option to run them in that mode. this phrasing over complicates things for a reader that has no knowledge about this yet.

Example 3:
“The test assembly should reference an assembly within the code that you need to test.”
i believe you meant “with the code” and not “within” ?

In Workflow: How to create a Play Mode test | Test Framework | 1.1.33

Under “References and builds”
The whole paragraph is not clear to me… (sorry…)

Link to “TestPlayerBuildModifier attribute | Test Framework | 1.1.33

the anchor doesn’t exist (link is from the left side item “how to split the build and run…”)

That’s it so far :slight_smile: reading through the whole thing as there are more advanced things i am not familiar with ! :slight_smile:

Thanks for the thorough feedback. I’ll look into applying it and improving on it. :slight_smile:

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https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-command-line.html
The argument name is -projectPath (not forgetProjectPath).
Same for runTest (should be runTests)

The forgetProjectPath argument is an argument that can be used in addition to projectPath. forgetProjectPath ensures that the project does not show up in the list of recent projects after the run.

I’ll get runTests corrected

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(Sorry for hijacking the thread but that’s not my intention) can we use UTF in final build for automation?

Do you mean if you can run utf tests as part of your build?

i think he meant if he can include the tests in his “real” builds.