#[1.0.0-pre.65] Request strip out redundant test by default

1 messages · Page 1 of 1 (latest)

ashen wasp
#

After enable test package, there are a couple of tests will enable by default but I would like official to disable them by default using scripting define symbol like ENTITIES_TEST at next release. My use case is I would like to use the test bootstrap provided by official and also there are some test APIs are internal that I have no access that can't setup the bootstrap externally at my project root asset folder.

#

[1.0.0-pre.65] Request strip out redundant test by default

ashen wasp
#

@valid cairn 🙇 Can u make it happen? Btw will the test not included into player runtime build?

valid cairn
#

if you enable tests for a specific package, those tests will be included in a build, because that's how we test stuff in builds. i would just paste the test bootstrap into your own code

ashen wasp
valid cairn
#

which api

ashen wasp
ashen wasp
valid cairn
#

you could make an initializationsystemgroup and update it 🙂 since that calls that

#

or you could just reflect

ashen wasp
valid cairn
#

because it's an engine api and getting people to agree to make an engine api public is not that easy

#

by the way that api only does anything in the editor anyway

#

so if you're focused on testing player builds, just don't call it

ashen wasp
#

🤔 I see. Actually what JobsUtility.ClearSystemIds() use for at editor?

valid cairn
#

this is the first i've heard of it but i guess we keep track of a mapping from ecs systems to job handles to help debug who scheduled what

#

but it only exists when the jobs debugger exists in the first place, which is only in the editor

ashen wasp
#

🧐 I guess I dun need that since I just want to write test to pass

valid cairn
#

indeed

ashen wasp
#

🤔 Weird. I search the entire Entities package but I dun see EcsTestData2 and EcsTestData has constructor with parameter

            m_Manager.SetComponentData(entity, new EcsTestData2(-index));
            m_Manager.SetComponentData(entity, new EcsTestData(index));```
valid cairn
#

for me it's in Packages/com.unity.entities/Unity.Entities.Tests/TestComponents.cs

#

did you regenerate project files after making entities testable

ashen wasp
valid cairn
#

did you say using unity.entites.tests