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Question by PanayotCankov · Jun 28, 2018 at 02:21 PM · graphicsassetscontinuous-integration

Image/graphics testing on continuous integration

Unity's new Unit Test Runner can be ran by command line and we wired it up with a CI pretty easily, so we have unit tests covered.

However we are working on some reusable components that render with custom shaders. We've created some example scenes that we would like to run in the editor and on real devices and do image assertions on them. So we kind of need graphics tests on CI like: - https://unity3d.com/unity/qa/test-suites/getting-started-gfx-suites - https://blogs.unity3d.com/2016/12/21/graphics-tests-the-last-line-of-automated-testing/

The graphics test runner however have deliverables for Unity 5.3 that is about 2 years old and with the versions of Unity I have installed, it fails to compile a windows player since some fields are now obsolete.

Unity's cloud builds could be an option, but as far as I understand cloud builds will produce apps that can be installed on devices and then games should be manually verified. We need completely automatic checks.

What would be the best way to do image assertions / graphics tests on CI for Unity?

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