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Unit Testing Rigidbody2D without polluting scene with gameobjects
I just started using the Unity Unit Test suite, and can't figure out how to write tests that don't generate a bunch of a gameobjects. So, what's the suggested means of working with Unity's components like Rigidbody2D and MonoBehavior? 
Answer by zerophase · May 26, 2014 at 11:06 PM
I managed to fix my issue by setting up a static GameObject all tests use and a TearDown method. Here's the code in case any could potentially be helped by it. I'm not sure if this is the most maintainable means of handling this issue, I'm a bit new to Unit testing.
Relevant code pieces:
     private static GameObject gameObject = null;
 
 
 //...
 
     private GameObject MakeGamobjectWithRigidBody()
             {
                 gameObject = new GameObject();
                 gameObject.AddComponent<Rigidbody2D>();
                 return gameObject;
             }
 
 //...
 
     [TearDown]
             public void DestroyGameObjects()
             {
                 DestroyObject.DestroyImmediate(gameObject);
             }
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