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Question by Hurri04 · Feb 28, 2020 at 10:32 PM · unityeditorpackagecustomtest

Are tests required for custom packages?

I've written a small editor tool which simply checks and updates a few text files periodically to simplify my workflow. The current implementation has 3-4 scripts and 1-2 ScriptableObjects and everything is inside the "Assets/Plugins/MyPlugin/" folder.


I'm thinking about turning this into a custom package instead. However I am unsure about the tests mentioned on this manual page: https://docs.unity3d.com/Manual/cus-tests.html


It says "As with any kind of development, it is good practice to add tests to your package. There are three things you must do in order to set up tests on your package" and explains how to set them up.


I find the wording to be a bit ambiguous: "good practice" vs "must do". Does this mean that tests are entirely optional? Or are they required in some form (even a stub implementation which does nothing) in order for the code to work as a package?


Honestly I don't even know what I could possibly even want to test, let alone how to write those tests... Is there any kind of framework in place, any methods I can/must override for them to be called (like e.g. the "OnInspectorGUI" method for custom editors)? The manual pages contain absolutely nothing about any of this.

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Answer by joemane22 · Feb 29, 2020 at 04:05 AM

I read through the requirements for an Asset Store item, nowhere did it mention tests.

https://unity3d.com/asset-store/sell-assets/submission-guidelines

Tests are a useful thing for detecting breaking changes later on, but I believe you can ignore that if it is relatively small.

Good luck man!

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