Test runner
Running your test suite in an automated workflow helps increase certainty when merging.
Use Unity - Test runner to run your Unity tests.
Optional to include test coverage, use Unity - Code Coverage
Basic setup
By default, the test runner will run both playmode
and editmode
tests.
Create or edit the file called .github/workflows/main.yml
and add a job to it.
Personal license
Personal licenses require a one-time manual activation step.
Make sure you acquire and activate your license file and add it as a secret.
Then, define the test step as follows:
- uses: game-ci/unity-test-[email protected]
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
projectPath: path/to/your/project
githubToken: ${{ secrets.GITHUB_TOKEN }}
Professional license
Make sure you have set up these variables in the activation step.
UNITY_EMAIL
(should contain the email address for your Unity account)UNITY_PASSWORD
(the password that you use to login to Unity)UNITY_SERIAL
(the serial provided by Unity)
Define the test step as follows:
- uses: game-ci/unity-test-[email protected]
env:
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }}
with:
projectPath: path/to/your/project
githubToken: ${{ secrets.GITHUB_TOKEN }}
License Server
If you host your own Unity license server you can provide its url using unityLicensingServer
. A
floating license will be acquired before the tests run, and returned after.
Example of use:
- uses: game-ci/unity-[email protected]
with:
targetPlatform: WebGL
unityLicensingServer: [url to your license server]
That is all you need to test your project.
Viewing test results
The test results can be viewed from a GitHub Status Check.
To get this functionality, simply provide the GitHub Token in order to view the tests results from a check run.
- uses: game-ci/unity-test-[email protected]
with:
githubToken: ${{ secrets.GITHUB_TOKEN }}
If you choose not to provide the githubToken
, you may still upload the artifacts in order to
access them.
Storing test results
To be able to access the test results, they need to be uploaded as artifacts.
To do this, it is recommended to use the official Github Actions upload artifact action.
By default, Test Runner outputs its results to a folder named artifacts
.
- uses: actions/upload-[email protected]
if: always()
with:
name: Test results
path: artifacts
Test results can now be downloaded as Artifacts
in the Actions
tab.
Specifying artifacts folder
You can specify a different artifactsPath
in the test runner and reference this path using the
id
of the test step.
- uses: game-ci/unity-test-[email protected]
id: myTestStep
- uses: actions/upload-[email protected]
if: always()
with:
name: Test results
path: ${{ steps.myTestStep.outputs.artifactsPath }}
Getting coverage results
The results for the test code coverage are stored in the folder CodeCoverage
and the path can be
read by the step's outputs.coveragePath
. These coverage options can be configured as part of the
test and by default will create an XML and HTML web page reports.
- uses: actions/upload-[email protected]
if: always()
with:
name: Coverage results
path: ${{ steps.myTestStep.outputs.coveragePath }}
The coverage results will be generated for whatever tests were selected to run. If both editmode
and playmode
are selected by using all
, then the results will have the combined coverage of both
test modes.
Note Coverage results are generated with root permission so to move or edit the output in later
steps you may need to use elevated permissions such as sudo
.
Caching
In order to make test runs (and builds) faster, you can cache Library files from previous runs.
To do so, simply add Github Actions' official cache action before any unity steps.
- uses: actions/[email protected]
with:
path: path/to/your/project/Library
key: Library-MyProjectName-TargetPlatform
restore-keys: |
Library-MyProjectName-
Library-
This simple addition could speed up your test runs by more than 50%.
Configuration options
Below options can be specified under with:
for the unity-test-runner
action.
unityVersion
Version of Unity to use for testing the project. Use "auto" to get from your ProjectSettings/ProjectVersion.txt
required: false
default: auto
customImage
Specific docker image that should be used for testing the project.
- uses: game-ci/unity-test-[email protected]
with:
customImage: 'unityci/editor:2020.1.14f1-base-0'
required: false
default: ""
projectPath
Specify the path to your Unity project to be tested. The path should be relative to the root of your project.
required: false
default: <your project root>
customParameters
Custom parameters to configure the test runner.
For example, you may refer to the Unity Test Framework command line arguments for options that could help with configuring your tests.
Parameters must start with a hyphen (-
) and may be followed by a value (without hyphen).
Parameters without a value will be considered booleans (with a value of true).
- uses: game-ci/unity-test-[email protected]
with:
customParameters: -profile SomeProfile -someBoolean -someValue exampleValue
required: false
default: ""
testMode
The type of tests to be run by the test runner.
Options are: All
, PlayMode
, and EditMode
.
required: false
default: All
artifactsPath
Path where the test results should be stored.
In this folder a folder will be created for every test mode.
required: false
default: artifacts
coverageOptions
Options for configuring code coverage, this configures the -coverageOptions
parameter described
unity's CodeCoverage documentation:
Using Code Coverage in batchmode.
By default, this parameter is configured to generate an HTML report with additional metrics. This should be fine for most projects, but the webpage report can be quite large for projects with hundreds or thousands of large files.
You can add arguments for assemblyFilters
to specify an assembly to filter files that results are
generated for. This is commonly used to ignore test files or external libraries. See the
Using Code Coverage in batchmode.
For example, you can add the argument assemblyFilters:+my.assembly.*
to only include files in the
assemblies that match +my.assembly.*
, the *
is a wildcard. This will require making an assembly
definition to manage scripts, see Unity's documentation on
Assembly definitions
for how to create and manage assembly definitions.
required: false
default:generateAdditionalMetrics;generateHtmlReport;generateBadgeReport
useHostNetwork
Initializes Docker using the host network.
This is useful if Unity needs to access a local server that was started as part of your workflow.
Options are: "true", "false"
required: false
default: false
sshAgent
SSH Agent path to forward to the container.
This is useful if your manifest has a dependency on a private GitHub repo.
required: false
default: ``
gitPrivateToken
GitHub Private Access Token (PAT) to pull from GitHub.
This is useful if your manifest has a dependency on a private GitHub repo.
required: false
default: ``
githubToken
Token to authorize access to the GitHub REST API. If provided, a check run will be created with the test results.
It is recommended to use githubToken: ${{ secrets.GITHUB_TOKEN }}
, but creating the check from
a fork of your repo
may require using a
Personal Access Token.
Reference the GitHub Checks API docs for details on creating CI tests with the Checks API.
required: false
default: ``
checkName
Name for the check run that is created when a github token is provided.
It may be useful to customize the check name if, for example, you have a job matrix with multiple unity versions.
required: false
default: Test Results
Complete example
A complete workflow that tests all modes separately could look like this:
name: Test project
on: [push, pull_request]
jobs:
testAllModes:
name: Test in ${{ matrix.testMode }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
projectPath:
- test-project
testMode:
- playmode
- editmode
steps:
- uses: actions/[email protected]
with:
lfs: true
- uses: actions/[email protected]
with:
path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}
restore-keys: |
Library-
- uses: game-ci/unity-test-[email protected]
id: tests
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
projectPath: ${{ matrix.projectPath }}
testMode: ${{ matrix.testMode }}
artifactsPath: ${{ matrix.testMode }}-artifacts
githubToken: ${{ secrets.GITHUB_TOKEN }}
checkName: ${{ matrix.testMode }} Test Results
coverageOptions: 'generateAdditionalMetrics;generateHtmlReport;generateBadgeReport;assemblyFilters:+my.assembly.*'
- uses: actions/upload-[email protected]
if: always()
with:
name: Test results for ${{ matrix.testMode }}
path: ${{ steps.tests.outputs.artifactsPath }}
- uses: actions/upload-[email protected]
if: always()
with:
name: Coverage results for ${{ matrix.testMode }}
path: ${{ steps.tests.outputs.coveragePath }}