SW 중심대학 OSS GIT 서버 박건태, 이승준, 고기완, 이준호 새로운 배포
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  1. # Running tests from the command line
  2. It’s pretty simple to run a test project from the command line. Here is an example in Windows:
  3. ```bash
  4. Unity.exe -runTests -batchmode -projectPath PATH_TO_YOUR_PROJECT -testResults C:\temp\results.xml -testPlatform PS4
  5. ```
  6. For more information, see [Command line arguments](https://docs.unity3d.com/Manual/CommandLineArguments.html).
  7. ## Commands
  8. ### batchmode
  9. Runs Unity in batch mode and ensures no pop-up windows appear to eliminate the need for any human intervention.
  10. ### forgetProjectPath
  11. Don't save your current **Project** into the Unity launcher/hub history.
  12. ### runTests
  13. Runs tests in the Project.
  14. ### testCategory
  15. A semicolon-separated list of test categories to include in the run. If using both `testFilter` and `testCategory`, then tests only run that matches both.
  16. ### testFilter
  17. A semicolon-separated list of test names to run, or a regular expression pattern to match tests by their full name.
  18. ### testPlatform
  19. The platform you want to run tests on. Available platforms are **EditMode** and **PlayMode**.
  20. > **Note**: If unspecified, tests run in Edit Mode by default.
  21. Platform/Type convention is from the [BuildTarget](https://docs.unity3d.com/ScriptReference/BuildTarget.html) enum. Supported platforms are:
  22. * StandaloneWindows
  23. * StandaloneWindows64
  24. * StandaloneLinux64
  25. * StandaloneOSX
  26. * iOS
  27. * Android
  28. * PS4
  29. * XboxOne
  30. ### testResults
  31. The path where Unity should save the result file. By default, Unity saves it in the Project’s root folder.
  32. ### playerHeartbeatTimeout
  33. The time, in seconds, the editor should wait for heartbeats after starting a test run on a player. This defaults to 10 minutes.
  34. ### runSynchronously
  35. If included, the test run will run tests synchronously, guaranteeing that all tests runs in one editor update call. Note that this is only supported for EditMode tests, and that tests which take multiple frames (i.e. `[UnityTest]` tests, or tests with `[UnitySetUp]` or `[UnityTearDown]` scaffolding) will be filtered out.
  36. ### testSettingsFile
  37. Path to a *TestSettings.json* file that allows you to set up extra options for your test run. An example of the *TestSettings.json* file could look like this:
  38. ```json
  39. {
  40. "scriptingBackend":2,
  41. "Architecture":null,
  42. "apiProfile":0
  43. }
  44. ```
  45. #### apiProfile
  46. The .Net compatibility level. Set to one of the following values:
  47. - 1 - .Net 2.0
  48. - 2 - .Net 2.0 Subset
  49. - 3 - .Net 4.6
  50. - 5 - .Net micro profile (used by Mono scripting backend if **Stripping Level** is set to **Use micro mscorlib**)
  51. - 6 - .Net Standard 2.0
  52. #### appleEnableAutomaticSigning
  53. Sets option for automatic signing of Apple devices.
  54. #### appleDeveloperTeamID
  55. Sets the team ID for the apple developer account.
  56. #### architecture
  57. Target architecture for Android. Set to one of the following values:
  58. * None = 0
  59. * ARMv7 = 1
  60. * ARM64 = 2
  61. * X86 = 4
  62. * All = 4294967295
  63. #### iOSManualProvisioningProfileType
  64. Set to one of the following values:
  65. * 0 - Automatic
  66. * 1 - Development
  67. * 2 - Distribution iOSManualProvisioningProfileID
  68. #### scriptingBackend
  69. Set to one of the following values:
  70. - Mono2x = 0
  71. - IL2CPP = 1
  72. - WinRT DotNET = 2