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Question by SabesanM · Apr 19, 2017 at 09:34 PM · editor-scriptingtestingautomation

Can I test an Unity game after Building it to executable?

Hi All,

I have a sample unity raycast game and also some NUnit scripts to call the Damage() function of the Shootable class and checking whether the value of the current damage was reduced or not in the Console.

This is executing in the Editor mode and i am able to make some basic assertion on it. But for now i am doing this in the Unity IDE itself.

Is there any possible workaround that i can run these NUnit test Scripts from out side of the Package, out of the Unity IDE, after Building the game to an executable file?

Thanks in Advance, Hope my question is clear.

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Answer by Thorny2000 · Apr 19, 2017 at 10:11 PM

Take a look at Unity Analytics. https://docs.unity3d.com/Manual/UnityAnalyticsCustomEvents.html And also sending Custom Events: https://docs.unity3d.com/Manual/UnityAnalyticsCustomEventScripting.html

These aren't related to Nunit test, but you can simplyfor "if" condition checks and send messages. Then see the messages appear in the Unity Analytics web panel.

Also, there are other Analytics systems like Crashlytics, Google Analytics, that may suit you better (more powerful, more advanced web interfaces).

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avatar image SabesanM · Apr 21, 2017 at 06:53 AM 0
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Thanks for the response. I will try these documents and post the updates.

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