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There are a few interesting challenges presented by the character controller
All of the elements need to be networked. For simplicity this means using NetworkBehaviors, which introduces two large, unmockable dependencies: the network and Unity3D as a whole. This likely will make testing Characters at a unit test level incredibly difficult (requiring reflection to force Start, Update, etc. calls in the same order as Unity's) or downright impossible. Thus the focus of these are to create comprehensive integration tests.
Mocking common game elements:
Input Mocking - This shouldn't be too difficult as the character controllers don't directly depend on Unity's input system.
Match Mocking - Mocking the match system, this generally shouldn't be needed, since characters shouldn't have a dependency on match data, but
More will be added as they are found.
Character Testing Fixture:
Setup and tear down local game server.
Will update as new issues are found.
The text was updated successfully, but these errors were encountered:
There are a few interesting challenges presented by the character controller
All of the elements need to be networked. For simplicity this means using NetworkBehaviors, which introduces two large, unmockable dependencies: the network and Unity3D as a whole. This likely will make testing Characters at a unit test level incredibly difficult (requiring reflection to force Start, Update, etc. calls in the same order as Unity's) or downright impossible. Thus the focus of these are to create comprehensive integration tests.
Mocking common game elements:
More will be added as they are found.
Character Testing Fixture:
Will update as new issues are found.
The text was updated successfully, but these errors were encountered: