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Logo

Arium

Automation Testing Framework for AR(Unity) Applications.

About Arium:

Arium is an automation testing framework for 3D applications built on top of Unity. It helps the Developers/QA to run functional tests on 3D apps on any platforms. ie., Unity Editor,Android,UWP etc..

Arium comes with the basic Unity interactions:

  • Animator
  • DragHandler
  • PointerClickHandler
  • PointerEnterHandler
  • PointerExitHandler
  • RigidBody

License

© 2020 ThoughtWorks, Inc.
AGPL-3.0 License

Contributors

ThoughtWorks Maintained by ThoughtWorks

Project Charter

Releated Articles:

Arium - An Automation framework for Unity/XR

Setup:

  1. Download Arium Unity Package https://github.com/thoughtworks/Arium/releases
  2. Open your Unity project which needs to be automated.
  3. Double click on the downloaded Unity package.
  4. Select all and click on Import Button.

Running Sample Test cases:

  1. Open UnitySampleScene in the project hierarchy - Samples >> AriumSample >> Scenes >> UnitySampleScene.
  2. Open Unity Build settings - File >> Build Settings
  3. Click on Add Open Scenes. Note: Make sure the UnitySampleScene is selected
  4. Close Unity build settings window
  5. Open TestRunner window in Unity - Window >> General >> TestRunner.
  6. Expand the Arium hierarchy in the Test Runner - Arium >> AriumSampleTests.dll >> Samples >> AriumSample >> UnityTestRunner
  7. Select PlayMode Tests and Right click on UnityTestRunner and Click on RUN.
  8. Test Cases will start executing and results will be displayed on the TestRunner.

Arium Usage:

Instantiate Arium:

To use Arium framework, Arium should be instantiated inside the test class as mentioned below

syntax:

Arium _arium = new Arium();

Find GameObjects:

To find a Gameobject from the Unity Scene hierarchy using its name.

Syntax:

_arium.FindGameObject("Display"); //To find "Display" gameobject but doesn't include inactive/deactive gameobjects in search. 
_arium.FindGameObject("Display", true); //To find "Display" gameObject and include inactive/deactive gameobjects in search.
Paremeters:
String - Name of the Gameobject.
bool - flag to include inactive/deactive GameObject in search (by default false).
Return type:
UnityEngine.GameObject

GetComponents:

To retrieve the components attached to a GameObject

Syntax:

_arium.GetComponent<Name of the component here>(Name of the GameObject here)
Paremeters:
String - Name of the Gameobject.
UnityComponent - UnityComponent type
Return type:
UnityEngine.Component

PerformActions:

To interact with the UnityGameobjects on runtime.

Syntax:

To click on a particular gameobject.

_arium.PerformAction(new UnityPointerClick(), "Name of the gameobject here");
Parameters:
Interaction - Type of the interaction need to be performed on a gameobject, in this case it is UnityPointerClick()
String - Name of the Gameobject.

Calling input methods on components based on EventSystem handled interfaces:

UnityEventSystemInteraction class is a static generic class which invoke functions on components based out of EventSystem Handled interfaces eg IPointerClickHandler in case of Unity UI Button Component. It containes 2 methods which can be called as follows:

Method 1

 UnityEventSystemInteraction<T>.PerformAction("GameObject Name");
 UnityEventSystemInteraction<T>.PerformAction("GameObject Name", new PointerEventData(EventSystem.current));
 
 T : Interface based on IEventSystemHandler eg IPointerClickHandler, IDragHandler, IPointerDownHandler
 GameObject Name - Name of the GameObject on which action needs to be performed.
 AbstractEventData - Abstract base class for input event data by Unity

Method 2

 UnityEventSystemInteraction<T>.PerformAction(GameObjectRef);
 UnityEventSystemInteraction<T>.PerformAction(GameObjectRef, new PointerEventData(EventSystem.current));
 
 T : Interface based on IEventSystemHandler eg IPointerClickHandler, IDragHandler, IPointerDownHandler
 GameObject Name - Name of the GameObject on which action needs to be performed.
 AbstractEventData - Abstract base class for input event data by Unity

Example:

 //Call IPointerClick methods on components attached on GameObject
 UnityEventSystemInteraction<IPointerClickHandler>.PerformAction("GameObject Name");
 
 //Call IPointerClick methods on components attached on gameObjectRef
 UnityEventSystemInteraction<IPointerClickHandler>.PerformAction(gameObjectRef);
 
 //Call IDragHandler methods on the specified GameObject Reference passing Pointer Position in PointerEventData()
 UnityEventSystemInteraction<IDragHandler>.PerformAction(gameObjectRef, new PointerEventData(EventSystem.current)
        { 
            position = new Vector2(positionXOfDrag,positionYOfDrag),
        }); 

Class Diagram

Class Diagram

Contribution to Arium:

To contribute to Arium, follow the steps contributor