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---
name: unity-test-runner
description: Execute and analyze Unity Test Framework tests from the command line. This skill automates test execution for Unity projects by detecting the Unity Editor, configuring test parameters (EditMode/PlayMode), running tests via CLI, parsing XML results, and generating detailed failure reports. Use this when running Unity tests, validating game logic, or debugging test failures.
---
# Unity Test Runner
## Overview
This skill enables automated execution and analysis of Unity Test Framework tests directly from the command line. It handles the complete test workflow: detecting Unity Editor installations across platforms (Windows/macOS/Linux), configuring test parameters, executing tests in EditMode or PlayMode, parsing NUnit XML results, and generating detailed failure reports with actionable insights.
## When to Use This Skill
Use this skill when:
- Executing Unity Test Framework tests from command line
- Running PlayMode or EditMode tests for game logic validation
- Analyzing test failures and generating failure reports
- Integrating Unity tests into CI/CD pipelines
- Debugging test failures with detailed stack traces and file locations
- Validating Unity project changes before commits
**Example user requests:**
- "Run all Unity tests in my project"
- "Execute PlayMode tests and show me the results"
- "Run tests in the Combat category"
- "Check if my Unity tests are passing"
- "Run EditMode tests only"
## Workflow
Follow this workflow when the skill is invoked:
### 1. Detect Unity Editor Installation
Use the `find-unity-editor.js` script to automatically locate the Unity Editor:
```bash
node scripts/find-unity-editor.js --json
```
**Script behavior:**
- Scans platform-specific default installation paths
- Detects all installed Unity versions
- Returns the latest version by default
- Can target specific version with `--version <version>` flag
**Output:**
```json
{
"found": true,
"editorPath": "C:\\Program Files\\Unity\\Hub\\Editor\\2021.3.15f1\\Editor\\Unity.exe",
"version": "2021.3.15f1",
"platform": "win32",
"allVersions": ["2021.3.15f1", "2020.3.30f1"]
}
```
**If multiple versions are found:**
1. Present all available versions to the user
2. Ask user to confirm which version to use
3. Or use the latest version by default
**If no Unity Editor is found:**
- Report error with searched paths
- Ask user to provide Unity Editor path manually
- Store the path for future use
### 2. Verify Unity Project Path
Confirm the current directory contains a valid Unity project using cross-platform checks:
```typescript
// Use Read tool to check for Unity project indicators
Read({ file_path: "ProjectSettings/ProjectVersion.txt" })
// Use Glob to verify Assets directory exists
Glob({ pattern: "Assets/*", path: "." })
```
**Validation steps:**
1. Verify `Assets/` directory exists
2. Verify `ProjectSettings/ProjectVersion.txt` exists
3. Read `ProjectVersion.txt` to get Unity version
4. Warn if Editor version doesn't match project version
**Example ProjectVersion.txt:**
```
m_EditorVersion: 2021.3.15f1
m_EditorVersionWithRevision: 2021.3.15f1 (e8e88743f9e5)
```
### 3. Configure Test Settings
Determine test execution parameters. Use `AskUserQuestion` tool if parameters are not specified:
**Required settings:**
- **Test Mode**: EditMode, PlayMode, or Both
- **Test Platform**: EditMode tests use "EditMode", PlayMode can specify platform (e.g., "StandaloneWindows64", "Android", "iOS")
**Optional settings:**
- **Test Categories**: Semicolon-separated list (e.g., "Combat;AI;Physics")
- **Test Filter**: Regex pattern or semicolon-separated test names
- **Results Output Path**: Default to `TestResults.xml` in project root
**Configuration example:**
```typescript
AskUserQuestion({
questions: [{
question: "Which test mode should be executed?",
header: "Test Mode",
multiSelect: false,
options: [
{ label: "EditMode Only", description: "Fast unit tests without Play Mode" },
{ label: "PlayMode Only", description: "Full Unity engine tests" },
{ label: "Both Modes", description: "Run all tests (slower)" }
]
}]
})
```
### 4. Execute Tests via Command Line
Build and execute the Unity command line test command:
**Command structure:**
```bash
<UnityEditorPath> -runTests -batchmode -projectPath <ProjectPath> \
-testPlatform <EditMode|PlayMode> \
-testResults <OutputPath> \
[-testCategory <Categories>] \
[-testFilter <Filter>] \
-logFile -
```
**Example commands:**
**EditMode tests:**
```bash
"C:\Program Files\Unity\Hub\Editor\2021.3.15f1\Editor\Unity.exe" \
-runTests -batchmode \
-projectPath "D:\Projects\MyGame" \
-testPlatform EditMode \
-testResults "TestResults-EditMode.xml" \
-logFile -
```
**PlayMode tests with category filter:**
```bash
"C:\Program Files\Unity\Hub\Editor\2021.3.15f1\Editor\Unity.exe" \
-runTests -batchmode \
-projectPath "D:\Projects\MyGame" \
-testPlatform PlayMode \
-testResults "TestResults-PlayMode.xml" \
-testCategory "Combat;AI" \
-logFile -
```
**Execution notes:**
- Use `Bash` tool with `run_in_background: true` for long-running tests
- Set timeout appropriately (default: 5-10 minutes, adjust based on test count)
- Monitor output for progress indicators
- Capture both stdout and stderr
**Example execution:**
```typescript
Bash({
command: `"${unityPath}" -runTests -batchmode -projectPath "${projectPath}" -testPlatform EditMode -testResults "TestResults.xml" -logFile -`,
description: "Execute Unity EditMode tests",
timeout: 300000, // 5 minutes
run_in_background: true
})
```
### 5. Parse Test Results
After tests complete, parse the NUnit XML results using `parse-test-results.js`:
```bash
node scripts/parse-test-results.js TestResults.xml --json
```
**Script output:**
```json
{
"summary": {
"total": 10,
"passed": 7,
"failed": 2,
"skipped": 1,
"duration": 12.345
},
"failures": [
{
"name": "TestPlayerTakeDamage",
"fullName": "Tests.Combat.PlayerTests.TestPlayerTakeDamage",
"message": "Expected: 90\n But was: 100",
"stackTrace": "at Tests.Combat.PlayerTests.TestPlayerTakeDamage () [0x00001] in Assets/Tests/Combat/PlayerTests.cs:42",
"file": "Assets/Tests/Combat/PlayerTests.cs",
"line": 42
}
],
"allTests": [...]
}
```
**Result analysis:**
1. Extract test summary statistics
2. Identify all failed tests
3. Extract file paths and line numbers from stack traces
4. Categorize failures by type (assertion, exception, timeout)
### 6. Analyze Test Failures
For each failed test, analyze the failure using `references/test-patterns.json`:
**Analysis steps:**
1. **Load test patterns database:**
```typescript
Read({ file_path: "references/test-patterns.json" })
```
2. **Match failure message against patterns:**
- Assertion failures: `Expected: <X> But was: <Y>`
- Null reference failures: `Expected: not null But was: <null>`
- Timeout failures: `TimeoutException|Test exceeded time limit`
- Threading errors: `Can't be called from.*main thread`
- Object lifetime issues: `has been destroyed|MissingReferenceException`
3. **Determine failure category:**
- ValueMismatch: Incorrect assertion value
- NullValue: Unexpected null reference
- Performance: Timeout or slow execution
- TestSetup: Setup/TearDown failure
- ObjectLifetime: Destroyed object access
- Threading: Wrong thread execution
4. **Generate fix suggestions:**
- Load common solutions from test-patterns.json
- Match solutions to failure pattern
- Provide concrete code examples
**Example failure analysis:**
```markdown
**Test**: Tests.Combat.PlayerTests.TestPlayerTakeDamage
**Location**: Assets/Tests/Combat/PlayerTests.cs:42
**Result**: FAILED
**Failure Message**:
Expected: 90
But was: 100
**Analysis**:
- Category: ValueMismatch (Assertion Failure)
- Pattern: Expected/actual value mismatch
- Root Cause: Player health not decreasing after TakeDamage() call
**Possible Causes**:
1. TakeDamage() method not implemented correctly
2. Player health not initialized properly
3. Damage value passed incorrectly
**Suggested Solutions**:
1. Verify TakeDamage() implementation:
```csharp
public void TakeDamage(int damage) {
health -= damage; // Ensure this line exists
}
```
2. Check test setup:
```csharp
[SetUp]
public void SetUp() {
player = new Player();
player.Health = 100; // Ensure proper initialization
}
```
3. Verify test assertion:
```csharp
player.TakeDamage(10);
Assert.AreEqual(90, player.Health); // Expected: 90
```
```
### 7. Generate Test Report
Create a comprehensive test report for the user:
**Report structure:**
```markdown
# Unity Test Results
## Summary
- **Total Tests**: 10
- **✓ Passed**: 7 (70%)
- **✗ Failed**: 2 (20%)
- **⊘ Skipped**: 1 (10%)
- **Duration**: 12.35s
## Test Breakdown
- **EditMode Tests**: 5 passed, 1 failed
- **PlayMode Tests**: 2 passed, 1 failed
## Failed Tests
### 1. Tests.Combat.PlayerTests.TestPlayerTakeDamage
**Location**: Assets/Tests/Combat/PlayerTests.cs:42
**Failure**: Expected: 90, But was: 100
**Analysis**: Player health not decreasing after TakeDamage() call.
**Suggested Fix**: Verify TakeDamage() implementation decreases health correctly.
---
### 2. Tests.AI.EnemyTests.TestEnemyChasePlayer
**Location**: Assets/Tests/AI/EnemyTests.cs:67
**Failure**: TimeoutException - Test exceeded time limit (5s)
**Analysis**: Infinite loop or missing yield in coroutine test.
**Suggested Fix**: Add `[UnityTest]` attribute and use `yield return null` in test loop.
---
## Next Steps
1. Review failed test locations and fix implementation
2. Re-run tests after fixes by re-invoking the skill
3. Consider adding more assertions for edge cases
```
**Report delivery:**
- Present report in formatted Markdown
- Highlight critical failures
- Provide file:line references for quick navigation
- Offer to help fix specific failures if user requests
## Best Practices
When using this skill:
1. **Run EditMode tests first** - They're faster and catch basic logic errors
- Reserve PlayMode tests for Unity-specific features
- Use EditMode for pure C# logic and data structures
2. **Use test categories** - Filter tests for faster iteration
- `-testCategory "Combat"` runs only Combat tests
- Helpful during active development of specific features
3. **Monitor test duration** - Set appropriate timeouts
- EditMode: 1-3 minutes typical
- PlayMode: 5-15 minutes typical
- Adjust timeout based on test count
4. **Check Unity version compatibility** - Ensure Editor matches project version
- Mismatched versions may cause test failures
- Test results may be inconsistent across versions
5. **Parse results immediately** - Don't wait for manual review
- Automated parsing catches issues faster
- Provides actionable file:line information
6. **Analyze failure patterns** - Look for common causes
- Similar failures often indicate systemic issues
- Fix root cause instead of individual symptoms
7. **Preserve test results** - Keep XML files for debugging
- Results contain full stack traces
- Useful for comparing test runs
8. **Handle long-running tests** - Use background execution
- Monitor progress with `BashOutput` tool
- Provide status updates to user
## Resources
### scripts/find-unity-editor.js
Cross-platform Unity Editor path detection script. Automatically scans default installation directories for Windows, macOS, and Linux, detects all installed Unity versions, and returns the latest version or a specific requested version.
**Usage:**
```bash
# Find latest Unity version
node scripts/find-unity-editor.js --json
# Find specific version
node scripts/find-unity-editor.js --version 2021.3.15f1 --json
```
**Output**: JSON with Unity Editor path, version, platform, and all available versions.
### scripts/parse-test-results.js
NUnit XML results parser for Unity Test Framework output. Extracts test statistics, failure details, stack traces, and file locations from XML results.
**Usage:**
```bash
# Parse test results with JSON output
node scripts/parse-test-results.js TestResults.xml --json
# Parse with formatted console output
node scripts/parse-test-results.js TestResults.xml
```
**Output**: JSON with test summary, failure details including file paths and line numbers, and full test list.
### references/test-patterns.json
Comprehensive database of Unity testing patterns, NUnit assertions, common failure patterns, and best practices. Includes:
- NUnit assertion reference (equality, collections, exceptions, Unity-specific)
- Common failure patterns with regex matching
- Failure categories and root cause analysis
- Solution templates with code examples
- EditMode vs PlayMode guidance
- Unity-specific testing patterns (coroutines, scenes, prefabs, physics)
- Testing best practices
**Usage**: Load this file when analyzing test failures to match failure messages against patterns and generate fix suggestions.

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{
"nunitAssertions": {
"equality": {
"assertions": [
{
"method": "Assert.AreEqual(expected, actual)",
"description": "Verifies that two values are equal",
"example": "Assert.AreEqual(100, player.Health);"
},
{
"method": "Assert.AreNotEqual(expected, actual)",
"description": "Verifies that two values are not equal",
"example": "Assert.AreNotEqual(0, enemy.Speed);"
}
]
},
"identity": {
"assertions": [
{
"method": "Assert.AreSame(expected, actual)",
"description": "Verifies that two objects refer to the same object instance",
"example": "Assert.AreSame(playerInstance, savedPlayer);"
},
{
"method": "Assert.AreNotSame(expected, actual)",
"description": "Verifies that two objects do not refer to the same object instance",
"example": "Assert.AreNotSame(player1, player2);"
}
]
},
"nullity": {
"assertions": [
{
"method": "Assert.IsNull(object)",
"description": "Verifies that an object is null",
"example": "Assert.IsNull(destroyedEnemy);"
},
{
"method": "Assert.IsNotNull(object)",
"description": "Verifies that an object is not null",
"example": "Assert.IsNotNull(spawnedPlayer);"
}
]
},
"boolean": {
"assertions": [
{
"method": "Assert.IsTrue(condition)",
"description": "Verifies that a condition is true",
"example": "Assert.IsTrue(player.IsAlive);"
},
{
"method": "Assert.IsFalse(condition)",
"description": "Verifies that a condition is false",
"example": "Assert.IsFalse(enemy.IsInvincible);"
}
]
},
"collections": {
"assertions": [
{
"method": "Assert.Contains(item, collection)",
"description": "Verifies that a collection contains a specific item",
"example": "Assert.Contains(weapon, inventory.Items);"
},
{
"method": "CollectionAssert.AreEqual(expected, actual)",
"description": "Verifies that two collections are equal",
"example": "CollectionAssert.AreEqual(expectedItems, actualItems);"
},
{
"method": "CollectionAssert.IsEmpty(collection)",
"description": "Verifies that a collection is empty",
"example": "CollectionAssert.IsEmpty(emptyInventory);"
},
{
"method": "CollectionAssert.IsNotEmpty(collection)",
"description": "Verifies that a collection is not empty",
"example": "CollectionAssert.IsNotEmpty(player.Skills);"
}
]
},
"exceptions": {
"assertions": [
{
"method": "Assert.Throws<TException>(() => { code })",
"description": "Verifies that a specific exception type is thrown",
"example": "Assert.Throws<ArgumentNullException>(() => player.Attack(null));"
},
{
"method": "Assert.DoesNotThrow(() => { code })",
"description": "Verifies that no exception is thrown",
"example": "Assert.DoesNotThrow(() => player.Move(Vector3.zero));"
}
]
},
"unity": {
"assertions": [
{
"method": "LogAssert.Expect(LogType, message)",
"description": "Expects a specific Unity log message",
"example": "LogAssert.Expect(LogType.Warning, \"Player health low\");"
},
{
"method": "LogAssert.NoUnexpectedReceived()",
"description": "Verifies no unexpected log messages were received",
"example": "LogAssert.NoUnexpectedReceived();"
}
]
}
},
"commonFailurePatterns": [
{
"pattern": "Expected: <(.+?)>.*?But was: <(.+?)>",
"type": "AssertionFailure",
"category": "ValueMismatch",
"description": "Value assertion failed - expected value doesn't match actual value",
"commonCauses": [
"Incorrect expected value in test",
"Logic error in tested code",
"Timing issue (value not yet updated)",
"Floating-point precision error"
],
"solutions": [
{
"condition": "Floating-point comparison",
"fix": "Use Assert.AreEqual(expected, actual, delta) with tolerance",
"example": "Assert.AreEqual(1.0f, result, 0.001f);"
},
{
"condition": "Async operation",
"fix": "Add yield return to wait for operation completion",
"example": "yield return new WaitForSeconds(0.1f);"
},
{
"condition": "Frame-dependent value",
"fix": "Use yield return null to wait for next frame",
"example": "yield return null; // Wait one frame"
}
]
},
{
"pattern": "Expected: not null.*But was: <null>",
"type": "NullReferenceFailure",
"category": "NullValue",
"description": "Expected non-null value but received null",
"commonCauses": [
"Object not instantiated",
"Component not attached",
"Resource not loaded",
"Missing dependency injection"
],
"solutions": [
{
"condition": "GameObject component",
"fix": "Ensure GameObject has required component",
"example": "var component = gameObject.AddComponent<PlayerController>();"
},
{
"condition": "Resource loading",
"fix": "Use Resources.Load or proper asset loading",
"example": "var prefab = Resources.Load<GameObject>(\"Prefabs/Player\");"
},
{
"condition": "Scene object reference",
"fix": "Use GameObject.Find or proper scene setup",
"example": "var player = GameObject.FindGameObjectWithTag(\"Player\");"
}
]
},
{
"pattern": "TimeoutException|Test exceeded time limit",
"type": "TimeoutFailure",
"category": "Performance",
"description": "Test execution exceeded time limit",
"commonCauses": [
"Infinite loop in test or code",
"Deadlock in async operations",
"Slow operation without proper timeout",
"Missing yield in coroutine test"
],
"solutions": [
{
"condition": "Coroutine test",
"fix": "Add [UnityTest] attribute and use yield return",
"example": "[UnityTest] public IEnumerator TestCoroutine() { yield return null; }"
},
{
"condition": "Async operation",
"fix": "Add timeout and proper await/yield",
"example": "yield return new WaitForSecondsRealtime(5f);"
},
{
"condition": "Infinite loop detection",
"fix": "Add loop counter or timeout check",
"example": "int maxIterations = 100; while(condition && maxIterations-- > 0) { }"
}
]
},
{
"pattern": "SetUp.*TearDown.*failed",
"type": "FixtureFailure",
"category": "TestSetup",
"description": "Test setup or teardown method failed",
"commonCauses": [
"Scene loading failure",
"Resource initialization error",
"Missing test dependencies",
"Cleanup error in previous test"
],
"solutions": [
{
"condition": "Scene loading",
"fix": "Use SceneManager.LoadScene in UnitySetUp",
"example": "[UnitySetUp] public IEnumerator SetUp() { yield return SceneManager.LoadSceneAsync(\"TestScene\"); }"
},
{
"condition": "GameObject cleanup",
"fix": "Use Object.DestroyImmediate in TearDown",
"example": "[TearDown] public void TearDown() { Object.DestroyImmediate(testObject); }"
}
]
},
{
"pattern": "MissingReferenceException|The object of type.*has been destroyed",
"type": "DestroyedObjectReference",
"category": "ObjectLifetime",
"description": "Attempted to access a destroyed Unity object",
"commonCauses": [
"Object destroyed before test completes",
"Accessing object after scene unload",
"Component removed during test",
"Improper test cleanup order"
],
"solutions": [
{
"condition": "Test cleanup",
"fix": "Check if object exists before accessing",
"example": "if (testObject != null && testObject) { /* access */ }"
},
{
"condition": "DontDestroyOnLoad objects",
"fix": "Manually destroy objects in TearDown",
"example": "[TearDown] public void TearDown() { Object.DestroyImmediate(GameObject.Find(\"Persistent\")); }"
}
]
},
{
"pattern": "Can't be called from.*main thread",
"type": "ThreadingError",
"category": "Threading",
"description": "Unity API called from wrong thread",
"commonCauses": [
"Async/await without proper context",
"Threading operation accessing Unity API",
"Task.Run accessing GameObject",
"Background thread creating Unity objects"
],
"solutions": [
{
"condition": "Async operations",
"fix": "Use UnityMainThreadDispatcher or yield return",
"example": "yield return new WaitForSeconds(1f); // Keeps on main thread"
},
{
"condition": "Thread synchronization",
"fix": "Queue operations for main thread execution",
"example": "UnityMainThreadDispatcher.Instance().Enqueue(() => { /* Unity API calls */ });"
}
]
}
],
"testModes": {
"EditMode": {
"description": "Tests that run in the Unity Editor without entering Play Mode",
"useCases": [
"Editor scripts and tools testing",
"Non-MonoBehaviour class testing",
"Fast unit tests without scene loading",
"Utility and helper function testing"
],
"limitations": [
"Cannot test MonoBehaviour lifecycle methods (Start, Update, etc.)",
"Cannot test physics or coroutines",
"No scene loading or GameObject instantiation"
],
"attributes": [
"[Test] - Standard NUnit test",
"[TestFixture] - Marks test class",
"[SetUp] - Runs before each test",
"[TearDown] - Runs after each test"
]
},
"PlayMode": {
"description": "Tests that run in Play Mode with full Unity engine functionality",
"useCases": [
"MonoBehaviour lifecycle testing",
"Scene and GameObject testing",
"Physics and collision testing",
"Coroutine and async operation testing"
],
"features": [
"Full Unity engine available",
"Scene loading supported",
"Physics simulation active",
"Coroutines can be used"
],
"attributes": [
"[UnityTest] - Coroutine-based test (returns IEnumerator)",
"[UnitySetUp] - Async setup method",
"[UnityTearDown] - Async teardown method",
"[Test] - Standard synchronous test (also works in PlayMode)"
]
}
},
"bestPractices": [
{
"category": "Test Independence",
"practice": "Each test should be independent and not rely on other tests",
"rationale": "Tests may run in any order and should not affect each other",
"example": "Use [SetUp] to initialize test state, [TearDown] to clean up"
},
{
"category": "Test Naming",
"practice": "Use descriptive test names that explain what is being tested",
"rationale": "Clear names make test failures easier to diagnose",
"example": "TestPlayerTakesDamageWhenHitByEnemy() instead of TestDamage()"
},
{
"category": "Arrange-Act-Assert",
"practice": "Structure tests with clear Arrange, Act, Assert sections",
"rationale": "Makes test logic clear and maintainable",
"example": "// Arrange\nvar player = CreatePlayer();\n// Act\nplayer.TakeDamage(10);\n// Assert\nAssert.AreEqual(90, player.Health);"
},
{
"category": "PlayMode Performance",
"practice": "Use EditMode tests when possible for faster execution",
"rationale": "PlayMode tests are slower due to Unity engine initialization",
"example": "Test pure C# logic in EditMode, reserve PlayMode for Unity-specific features"
},
{
"category": "Async Testing",
"practice": "Use [UnityTest] with IEnumerator for async operations",
"rationale": "Properly handles Unity's frame-based execution",
"example": "[UnityTest] public IEnumerator TestAsync() { yield return new WaitForSeconds(1f); }"
},
{
"category": "Scene Management",
"practice": "Load minimal test scenes for PlayMode tests",
"rationale": "Reduces test execution time and potential side effects",
"example": "Create dedicated empty test scenes with only required objects"
},
{
"category": "Test Categorization",
"practice": "Use [Category] attribute to group related tests",
"rationale": "Enables selective test execution",
"example": "[Test, Category(\"Combat\")] public void TestPlayerAttack() { }"
},
{
"category": "Floating-Point Comparison",
"practice": "Use tolerance when comparing floating-point values",
"rationale": "Floating-point arithmetic is imprecise",
"example": "Assert.AreEqual(expected, actual, 0.001f);"
}
],
"unitySpecificPatterns": {
"coroutineTesting": {
"description": "Testing coroutines requires [UnityTest] attribute",
"example": "[UnityTest]\npublic IEnumerator TestCoroutine()\n{\n var go = new GameObject();\n var component = go.AddComponent<MyComponent>();\n component.StartCoroutine(component.MyCoroutine());\n yield return new WaitForSeconds(1f);\n Assert.IsTrue(component.IsComplete);\n}"
},
"sceneTesting": {
"description": "Loading scenes in tests requires async operations",
"example": "[UnitySetUp]\npublic IEnumerator SetUp()\n{\n yield return SceneManager.LoadSceneAsync(\"TestScene\", LoadSceneMode.Single);\n}"
},
"prefabTesting": {
"description": "Testing prefabs requires instantiation",
"example": "[Test]\npublic void TestPrefab()\n{\n var prefab = Resources.Load<GameObject>(\"Prefabs/Player\");\n var instance = Object.Instantiate(prefab);\n Assert.IsNotNull(instance.GetComponent<PlayerController>());\n Object.DestroyImmediate(instance);\n}"
},
"physicsTesting": {
"description": "Physics tests need time for simulation",
"example": "[UnityTest]\npublic IEnumerator TestPhysics()\n{\n var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);\n var rb = go.AddComponent<Rigidbody>();\n rb.AddForce(Vector3.up * 10f);\n yield return new WaitForFixedUpdate();\n Assert.Greater(rb.velocity.y, 0f);\n}"
}
}
}

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#!/usr/bin/env node
/**
* Unity Editor Path Finder
*
* Cross-platform script to automatically detect Unity Editor installation paths.
* Supports Windows, macOS, and Linux.
*
* Usage:
* node find-unity-editor.js [--version <version>] [--json]
*
* Options:
* --version <version> Find specific Unity version (e.g., 2021.3.15f1)
* --json Output results as JSON
*
* Output (JSON):
* {
* "found": true,
* "editorPath": "/path/to/Unity",
* "version": "2021.3.15f1",
* "platform": "win32|darwin|linux",
* "allVersions": [...]
* }
*/
const fs = require('fs');
const path = require('path');
// Parse command line arguments
const args = process.argv.slice(2);
const requestedVersion = args.includes('--version')
? args[args.indexOf('--version') + 1]
: null;
const jsonOutput = args.includes('--json');
/**
* Get default Unity installation paths for current platform
*/
function getDefaultUnityPaths() {
const platform = process.platform;
const home = process.env.HOME || process.env.USERPROFILE;
switch (platform) {
case 'win32':
return [
'C:\\Program Files\\Unity\\Hub\\Editor',
'C:\\Program Files\\Unity',
path.join(home, 'AppData', 'Local', 'Unity', 'Hub', 'Editor')
];
case 'darwin':
return [
'/Applications/Unity/Hub/Editor',
'/Applications/Unity',
path.join(home, 'Applications', 'Unity', 'Hub', 'Editor')
];
case 'linux':
return [
path.join(home, 'Unity', 'Hub', 'Editor'),
'/opt/unity',
'/usr/share/unity'
];
default:
return [];
}
}
/**
* Get Unity executable name for current platform
*/
function getUnityExecutableName() {
const platform = process.platform;
switch (platform) {
case 'win32':
return 'Unity.exe';
case 'darwin':
return 'Unity.app/Contents/MacOS/Unity';
case 'linux':
return 'Unity';
default:
return 'Unity';
}
}
/**
* Get Unity executable path from version directory
*/
function getUnityExecutablePath(versionPath) {
const platform = process.platform;
if (platform === 'win32') {
return path.join(versionPath, 'Editor', 'Unity.exe');
} else if (platform === 'darwin') {
return path.join(versionPath, 'Unity.app', 'Contents', 'MacOS', 'Unity');
} else {
return path.join(versionPath, 'Editor', 'Unity');
}
}
/**
* Check if a path contains a valid Unity installation
*/
function isValidUnityInstallation(versionPath) {
return fs.existsSync(getUnityExecutablePath(versionPath));
}
/**
* Parse Unity version string for sorting
* Format: 2021.3.15f1 -> {year: 2021, major: 3, minor: 15, build: 'f', patch: 1}
*/
function parseUnityVersion(versionStr) {
const match = versionStr.match(/(\d+)\.(\d+)\.(\d+)([a-z])(\d+)/);
if (!match) return null;
return {
year: parseInt(match[1]),
major: parseInt(match[2]),
minor: parseInt(match[3]),
build: match[4],
patch: parseInt(match[5]),
full: versionStr
};
}
/**
* Compare two Unity versions
*/
function compareVersions(a, b) {
const vA = parseUnityVersion(a);
const vB = parseUnityVersion(b);
if (!vA || !vB) return 0;
if (vA.year !== vB.year) return vB.year - vA.year;
if (vA.major !== vB.major) return vB.major - vA.major;
if (vA.minor !== vB.minor) return vB.minor - vA.minor;
if (vA.build !== vB.build) return vB.build.localeCompare(vA.build);
return vB.patch - vA.patch;
}
/**
* Scan directory for Unity installations
*/
function scanForUnityVersions(basePath) {
if (!fs.existsSync(basePath)) {
return [];
}
try {
const entries = fs.readdirSync(basePath, { withFileTypes: true });
const versions = [];
for (const entry of entries) {
if (!entry.isDirectory()) continue;
const versionPath = path.join(basePath, entry.name);
// Check if this looks like a Unity version (e.g., 2021.3.15f1)
if (/^\d{4}\.\d+\.\d+[a-z]\d+$/.test(entry.name) && isValidUnityInstallation(versionPath)) {
versions.push({
version: entry.name,
path: versionPath,
executablePath: getUnityExecutablePath(versionPath)
});
}
}
return versions;
} catch (error) {
return [];
}
}
/**
* Find all Unity installations
*/
function findAllUnityInstallations() {
const searchPaths = getDefaultUnityPaths();
const allVersions = [];
for (const searchPath of searchPaths) {
const versions = scanForUnityVersions(searchPath);
allVersions.push(...versions);
}
// Remove duplicates based on version string
const uniqueVersions = allVersions.filter((v, index, self) =>
index === self.findIndex(t => t.version === v.version)
);
// Sort by version (newest first)
uniqueVersions.sort((a, b) => compareVersions(a.version, b.version));
return uniqueVersions;
}
/**
* Find Unity Editor
*/
function findUnityEditor() {
const allVersions = findAllUnityInstallations();
if (allVersions.length === 0) {
return {
found: false,
error: 'No Unity installations found',
platform: process.platform,
searchedPaths: getDefaultUnityPaths()
};
}
// If specific version requested, find it
if (requestedVersion) {
const found = allVersions.find(v => v.version === requestedVersion);
if (found) {
return {
found: true,
editorPath: found.executablePath,
version: found.version,
platform: process.platform,
allVersions: allVersions.map(v => v.version)
};
} else {
return {
found: false,
error: `Unity version ${requestedVersion} not found`,
platform: process.platform,
availableVersions: allVersions.map(v => v.version)
};
}
}
// Return latest version
const latest = allVersions[0];
return {
found: true,
editorPath: latest.executablePath,
version: latest.version,
platform: process.platform,
allVersions: allVersions.map(v => v.version)
};
}
// Main execution
try {
const result = findUnityEditor();
if (jsonOutput) {
console.log(JSON.stringify(result, null, 2));
} else {
if (result.found) {
console.log(`✓ Unity ${result.version} found`);
console.log(` Path: ${result.editorPath}`);
console.log(` Platform: ${result.platform}`);
if (result.allVersions && result.allVersions.length > 1) {
console.log(`\n Other versions available: ${result.allVersions.slice(1).join(', ')}`);
}
} else {
console.error(`${result.error}`);
if (result.availableVersions && result.availableVersions.length > 0) {
console.error(`\n Available versions: ${result.availableVersions.join(', ')}`);
} else if (result.searchedPaths) {
console.error(`\n Searched paths:`);
result.searchedPaths.forEach(p => console.error(` - ${p}`));
}
process.exit(1);
}
}
} catch (error) {
console.error(`Error: ${error.message}`);
process.exit(1);
}

View File

@@ -0,0 +1,284 @@
#!/usr/bin/env node
/**
* Unity Test Results Parser
*
* Parses Unity Test Framework NUnit XML output and extracts test statistics and failure details.
*
* Usage:
* node parse-test-results.js <path-to-results.xml> [--json]
*
* Options:
* --json Output results as JSON
*
* Output (JSON):
* {
* "summary": {
* "total": 10,
* "passed": 7,
* "failed": 2,
* "skipped": 1,
* "duration": 1.234
* },
* "failures": [
* {
* "name": "TestName",
* "fullName": "Namespace.Class.TestName",
* "message": "Failure message",
* "stackTrace": "Stack trace",
* "file": "Assets/Tests/TestFile.cs",
* "line": 42
* }
* ]
* }
*/
const fs = require('fs');
const path = require('path');
// Parse command line arguments
const args = process.argv.slice(2);
if (args.length === 0 || args[0] === '--help' || args[0] === '-h') {
console.log('Usage: node parse-test-results.js <path-to-results.xml> [--json]');
process.exit(args.length === 0 ? 1 : 0);
}
const resultsPath = args[0];
const jsonOutput = args.includes('--json');
/**
* Extract text content from XML tag
*
* Note: This uses regex-based parsing instead of a full XML parser library.
* While regex-based XML parsing is generally not recommended, it's sufficient
* for Unity Test Framework's consistent NUnit XML output format. The patterns
* are designed to be non-greedy and handle common variations (attributes, whitespace).
*
* For production use with arbitrary XML, consider using fast-xml-parser or xml2js.
*/
function extractTagContent(xml, tagName) {
// Non-greedy matching: [\s\S]*? ensures minimal capture between tags
// [^>]* allows for attributes without capturing them (stops at first >)
const regex = new RegExp(`<${tagName}[^>]*>([\\s\\S]*?)<\\/${tagName}>`, 'i');
const match = xml.match(regex);
return match ? match[1].trim() : '';
}
/**
* Extract attribute value from XML tag
*
* Handles attributes with double quotes. Unity NUnit XML consistently uses
* double quotes for attributes, so this simple pattern is reliable.
*/
function extractAttribute(tag, attrName) {
// Escape special regex characters in attribute name
const escapedAttrName = attrName.replace(/[.*+?^${}()|[\]\\]/g, '\\$&');
const regex = new RegExp(`${escapedAttrName}="([^"]*)"`, 'i');
const match = tag.match(regex);
return match ? match[1] : null;
}
/**
* Extract file path and line number from stack trace
*/
function extractFileInfo(stackTrace) {
// Pattern: at Namespace.Class.Method () [0x00000] in /path/to/file.cs:42
// Pattern: at Namespace.Class.Method () in Assets/Tests/TestFile.cs:line 42
const patterns = [
/in (.+\.cs):(\d+)/i,
/in (.+\.cs):line (\d+)/i,
/\[0x[0-9a-f]+\] in (.+\.cs):(\d+)/i
];
for (const pattern of patterns) {
const match = stackTrace.match(pattern);
if (match) {
return {
file: match[1],
line: parseInt(match[2])
};
}
}
return {
file: null,
line: null
};
}
/**
* Parse test-case element
*
* Extracts test metadata from <test-case> XML element using attribute matching.
* All attributes are optional - defaults are provided for missing values.
*/
function parseTestCase(testCaseXml) {
// Extract attributes with fallback defaults
const nameMatch = testCaseXml.match(/name="([^"]*)"/);
const fullNameMatch = testCaseXml.match(/fullname="([^"]*)"/);
const resultMatch = testCaseXml.match(/result="([^"]*)"/);
const durationMatch = testCaseXml.match(/duration="([^"]*)"/);
const testCase = {
name: nameMatch ? nameMatch[1] : 'Unknown',
fullName: fullNameMatch ? fullNameMatch[1] : 'Unknown',
result: resultMatch ? resultMatch[1] : 'Unknown',
duration: durationMatch ? parseFloat(durationMatch[1]) || 0 : 0
};
// Extract failure information if test failed
if (testCase.result === 'Failed') {
const failureXml = extractTagContent(testCaseXml, 'failure');
if (failureXml) {
testCase.message = extractTagContent(failureXml, 'message');
testCase.stackTrace = extractTagContent(failureXml, 'stack-trace');
// Extract file and line from stack trace
if (testCase.stackTrace) {
const fileInfo = extractFileInfo(testCase.stackTrace);
testCase.file = fileInfo.file;
testCase.line = fileInfo.line;
}
}
}
return testCase;
}
/**
* Parse Unity Test Framework XML results
*
* Parses NUnit XML format produced by Unity Test Framework.
* Expects standard Unity test output structure with <test-run> root element.
*
* @param {string} xmlContent - Raw XML content from test results file
* @returns {Object} Parsed test results with summary, failures, and all tests
* @throws {Error} If XML structure is invalid or test-run element is missing
*/
function parseTestResults(xmlContent) {
// Validate XML has test-run root element
const testRunMatch = xmlContent.match(/<test-run[^>]*>/i);
if (!testRunMatch) {
throw new Error('Invalid Unity Test Framework XML: <test-run> element not found. ' +
'Ensure the file is a valid NUnit XML results file from Unity.');
}
const testRunTag = testRunMatch[0];
const summary = {
total: parseInt(extractAttribute(testRunTag, 'total') || '0'),
passed: parseInt(extractAttribute(testRunTag, 'passed') || '0'),
failed: parseInt(extractAttribute(testRunTag, 'failed') || '0'),
skipped: parseInt(extractAttribute(testRunTag, 'skipped') || '0') +
parseInt(extractAttribute(testRunTag, 'inconclusive') || '0'),
duration: parseFloat(extractAttribute(testRunTag, 'duration') || '0')
};
// Extract all test cases using non-greedy matching
// Pattern matches <test-case ...>...</test-case> with minimal capture
// [^>]* stops at first >, [\s\S]*? captures minimal content between tags
const testCaseRegex = /<test-case[^>]*>[\s\S]*?<\/test-case>/gi;
const testCaseMatches = xmlContent.match(testCaseRegex) || [];
const allTests = [];
const failures = [];
for (const testCaseXml of testCaseMatches) {
const testCase = parseTestCase(testCaseXml);
allTests.push(testCase);
if (testCase.result === 'Failed') {
failures.push(testCase);
}
}
return {
summary,
failures,
allTests
};
}
/**
* Format output for console
*/
function formatConsoleOutput(results) {
const { summary, failures } = results;
console.log('\n=== Unity Test Results ===\n');
// Summary
console.log(`Total Tests: ${summary.total}`);
console.log(`✓ Passed: ${summary.passed}`);
if (summary.failed > 0) {
console.log(`✗ Failed: ${summary.failed}`);
}
if (summary.skipped > 0) {
console.log(`⊘ Skipped: ${summary.skipped}`);
}
console.log(`Duration: ${summary.duration.toFixed(3)}s\n`);
// Failures
if (failures.length > 0) {
console.log('=== Failed Tests ===\n');
failures.forEach((failure, index) => {
console.log(`${index + 1}. ${failure.fullName}`);
if (failure.message) {
console.log(` Message: ${failure.message}`);
}
if (failure.file && failure.line) {
console.log(` Location: ${failure.file}:${failure.line}`);
}
if (failure.stackTrace) {
console.log(` Stack Trace:`);
const lines = failure.stackTrace.split('\n').slice(0, 3);
lines.forEach(line => console.log(` ${line.trim()}`));
if (failure.stackTrace.split('\n').length > 3) {
console.log(` ... (truncated)`);
}
}
console.log('');
});
} else {
console.log('✓ All tests passed!\n');
}
}
// Main execution
try {
// Check if file exists
if (!fs.existsSync(resultsPath)) {
console.error(`Error: Test results file not found: ${resultsPath}`);
process.exit(1);
}
// Read and parse XML
const xmlContent = fs.readFileSync(resultsPath, 'utf-8');
const results = parseTestResults(xmlContent);
// Output results
if (jsonOutput) {
console.log(JSON.stringify(results, null, 2));
} else {
formatConsoleOutput(results);
}
// Exit with error code if tests failed
if (results.summary.failed > 0) {
process.exit(1);
}
} catch (error) {
console.error(`Error parsing test results: ${error.message}`);
process.exit(1);
}