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.
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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");
}
}