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Question by unity_-IeKJfHxX6EkJA · Feb 21, 2020 at 04:08 PM · build settingstest

Change BuildSettings before run Unit test in Play Mode

I need to create different builds of the project I'm working on.

My builds differs one from the other from some scenes. So I need to change them for each build.

The point is that I woud like to test some workflows of my project with the different builds settings. I've tryed something like this:

 using NUnit.Framework;
 using UnityEditor;
 
 namespace Tests
 {
     public class TestRunner 
     {
         private string oldScenePath;
 
         [SetUp]
         public override void Setup()
         {
             EditorBuildSettingsScene[] newScenes = EditorBuildSettings.scenes;
             oldScenePath = newScenes[3].path;
             newScenes[3].path = "scene/to/change.unity";
             EditorBuildSettings.scenes = newScenes;
         }
 
         [TearDown]
         public override void Teardown()
         {
             EditorBuildSettingsScene[] newScenes = EditorBuildSettings.scenes;
             newScenes[3].path = oldScenePath;
             EditorBuildSettings.scenes = newScenes;
 
         }
 
         [UnityTest]
         public override string Test()
         {
             //Make things
         }
     }
 }


But this does not work, because SetUp is run during running mode, where I can not modify the EditorBuildSettings.

Any advice? Is it possible to make run a script before Unity enters in Play mode before running all the tests?

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Answer by Warnecke · Feb 21, 2020 at 04:25 PM

It sounds like you could use an IPrebuildSetup and IPostBuildCleanup for this. https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-setup-and-cleanup.html

You should be able to modify the EditorBuildSettings inside those Setup and Cleanup methods. Note that UnityEditor is not available when building for a player, so you will need to surround the EditorBuildSettings with #if UNITY_EDITOR, like in the example in the link.

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