A library for object-based monkey and UI testing. (Formerly known as Monkey Test Helper)
This library can be used in runtime code because it does NOT depend on the Unity Test Framework.
Required Unity 2019 LTS or later.
GameObjectFinder
is a class that finds GameObject
by name, path, or custom matcher.
Constructor arguments:
- timeoutSeconds: Seconds to wait until
GameObject
appears. The default is 1 second. - reachableStrategy: Strategy to examine whether
GameObject
is reachable from the user. The default implementation returns true if it can raycast fromCamera.main
to the pivot position. - isInteractable: Function returns whether the
Component
is interactable or not. The default implementation returns true if the component is a uGUI compatible component and itsinteractable
property is true.
Find a GameObject
by name; if not found, poll until a timeout.
If the timeout, a TimeoutException
is thrown.
Arguments:
- name: Find
GameObject
name - reachable: Find only reachable object. Default is true
- interactable: Find only interactable object. Default is false
Usage:
using NUnit.Framework;
using TestHelper.UI;
[TestFixture]
public class MyIntegrationTest
{
[Test]
public async Task MyTestMethod()
{
var finder = new GameObjectFinder();
var result = await finder.FindByNameAsync("ConfirmDialog", reachable: true, interactable: false);
var dialog = result.GameObject;
}
}
Find a GameObject
by path; if not found, poll until a timeout.
If the timeout, a TimeoutException
is thrown.
Arguments:
- path: Find
GameObject
hierarchy path separated by/
. Can specify wildcards of glob pattern (?
,*
, and**
). - reachable: Find only reachable object. Default is true
- interactable: Find only interactable object. Default is false
Usage:
using NUnit.Framework;
using TestHelper.UI;
[TestFixture]
public class MyIntegrationTest
{
[Test]
public async Task MyTestMethod()
{
var finder = new GameObjectFinder(5d); // 5 seconds timeout
var result = await finder.FindByPathAsync("/**/Confirm/**/Cancel", reachable: true, interactable: true);
var cancelButton = result.GameObject;
}
}
Find a GameObject
by custom IGameObjectMatcher
; if not found, poll until a timeout.
If the timeout, a TimeoutException
is thrown.
Arguments:
- matcher: Custom
IGameObjectMatcher
implementation - reachable: Find only reachable object. Default is true
- interactable: Find only interactable object. Default is false
Built-in matchers:
ButtonMatcher
: MatchesUnityEngine.UI.Button
components byname
,path
,text
, ortexture
ToggleMatcher
: MatchesUnityEngine.UI.Toggle
components byname
,path
, ortext
Usage:
using NUnit.Framework;
using TestHelper.UI;
using TestHelper.UI.GameObjectMatchers;
[TestFixture]
public class MyIntegrationTest
{
[Test]
public async Task MyTestMethod()
{
var finder = new GameObjectFinder();
var matcher = new ButtonMatcher(text: "Click Me");
var result = await finder.FindByMatcherAsync(matcher, reachable: true, interactable: false);
var button = result.GameObject;
}
}
Find a GameObject
in pageable (or scrollable) UI components (e.g., ScrollRect
, Carousel, Paged dialog) using the paginator.
A paginator provides step-by-step navigation through pageable content, allowing users to find objects that are not currently visible in the viewport.
Arguments:
- matcher: Custom
IGameObjectMatcher
implementation - reachable: Find only reachable object. Default is true
- interactable: Find only interactable object. Default is false
- paginator:
IPaginator
implementation for controlling pageable components
Built-in paginators:
UguiScrollRectPaginator
: Used to findGameObjects
that are onScrollRect
UguiScrollbarPaginator
: Used to findGameObjects
that are on a scrollable component with aScrollBar
Usage:
using NUnit.Framework;
using TestHelper.UI;
using TestHelper.UI.GameObjectMatchers;
using TestHelper.UI.Paginators;
[TestFixture]
public class MyIntegrationTest
{
[Test]
public async Task FindButtonInScrollView()
{
var finder = new GameObjectFinder();
var matcher = new NameMatcher("Button_10");
var scrollView = GameObject.Find("Scroll View");
var scrollRect = scrollView.GetComponent<ScrollRect>();
var paginator = new UguiScrollRectPaginator(scrollRect);
var result = await finder.FindByMatcherAsync(matcher, paginator: paginator);
var button = result.GameObject;
}
}
You can perform any operation on Unity UI (uGUI) 2D, 3D, and UI elements.
Operators implement the IOperator
interface. It has an OperateAsync
method that operates on the component.
For example, UguiClickOperator
implementation will perform the click.
Built-in operators:
UguiClickOperator
: Performs the click.UguiClickAndHoldOperator
: Performs the click and hold; hold time can be specified.UguiDoubleClickOperator
: Performs the double click; interval between clicks can be specified.UguiDragAndDropOperator
: Performs the drag and drop; drag speed and destination can be specified. If omitted, drop positions are determined in the following order:- Drop to the position that
GameObject
withDropAnnotation
component if it exists. It will be random if there are multiple. - Drop to the position that
GameObject
with implementIDropHandler
component if it exists. It will be random if there are multiple. - Drop to the random screen position.
- Drop to the position that
UguiScrollWheelOperator
: Performs the scroll; scroll speed and destination can be specified. If omitted, it will be random.UguiTextInputOperator
: Inputs text intoInputField
orTMP_InputField
; text can be specified. If omitted, it will be randomized text.
Usage:
using NUnit.Framework;
using TestHelper.UI;
[TestFixture]
public class MyIntegrationTest
{
[Test]
public async Task SendMessage()
{
var finder = new GameObjectFinder();
var message = await finder.FindByNameAsync("Message", interactable: true);
var inputOperator = new UguiTextInputOperator();
await inputOperator.OperateAsync(message.GameObject, "Hello, Hurry?");
var submit = await finder.FindByNameAsync("SubmitButton", interactable: true);
var clickOperator = new UguiClickOperator();
await clickOperator.OperateAsync(submit.GameObject);
}
}
Tip
You can set the Logger
and ScreenshotOptions
instance via the constructor arguments or properties if needed.
You can run monkey testing for Unity UI (uGUI) 2D, 3D, and UI elements.
Monkey.Run
method operates on a randomly selected GameObject
. It does not use screen points.
The target GameObject
and Operator
will be determined by lottery in the following order:
- List all interactable
GameObjects
on the screen (including those that are ignored and not reachable) - Join the
Operators
that can operate eachGameObject
- Lottery from the list of
GameObjects
andOperators
- Check if the
GameObject
is ignored; If ignored, a re-lottery will be held - Check if the
GameObject
is reachable; If not reachable, a re-lottery will be held
Usage:
using System;
using System.Threading.Tasks;
using NUnit.Framework;
using TestHelper.UI;
[TestFixture]
public class MyIntegrationTest
{
[Test]
public async Task MonkeyTesting()
{
var config = new MonkeyConfig
{
Lifetime = TimeSpan.FromMinutes(2),
DelayMillis = 200,
SecondsToErrorForNoInteractiveComponent = 5,
};
await Monkey.Run(config);
}
}
Configurations in MonkeyConfig
:
- Lifetime: Running time
- DelayMillis: Delay time between operations
- SecondsToErrorForNoInteractiveComponent: Seconds after which a
TimeoutException
is thrown if no interactive component is found; default is 5 seconds - BufferLengthForDetectLooping: An
InfiniteLoopException
is thrown if a repeating operation is detected within the specified buffer length; default length is 10 - Random: Pseudo-random number generator
- Logger: Logger
- Verbose: Output verbose log if true
- Gizmos: Show Gizmos on
GameView
during running monkey test if true - Screenshots: Take screenshots during running the monkey test if set a
ScreenshotOptions
instance.- Directory: Directory to save screenshots. If omitted, the directory specified by command line argument "-testHelperScreenshotDirectory" is used. If the command line argument is also omitted,
Application.persistentDataPath
+ "/TestHelper/Screenshots/" is used. - FilenameStrategy: Strategy for file paths of screenshot images. Default is test case name and four digit sequential number.
- SuperSize: The factor to increase resolution with. Default is 1.
- StereoCaptureMode: The eye texture to capture when stereo rendering is enabled. Default is
LeftEye
.
- Directory: Directory to save screenshots. If omitted, the directory specified by command line argument "-testHelperScreenshotDirectory" is used. If the command line argument is also omitted,
- IsInteractable: Function returns whether the
Component
is interactable or not. The default implementation returns true if the component is a uGUI compatible component and itsinteractable
property is true. - IgnoreStrategy: Strategy to examine whether
GameObject
should be ignored. The default implementation returns true if theGameObject
hasIgnoreAnnotation
attached. - ReachableStrategy: Strategy to examine whether
GameObject
is reachable from the user. The default implementation returns true if it can raycast fromCamera.main
to the pivot position. - Operators: A collection of
IOperator
that the monkey invokes. The default isUguiClickOperator
andUguiTextInputOperator
. There is support for standard uGUI components.
Class diagram for default strategies:
classDiagram
class MonkeyConfig {
+Func<Component, bool> IsInteractable
+IIgnoreStrategy IgnoreStrategy
+IReachableStrategy ReachableStrategy
+IOperator[] Operators
}
MonkeyConfig --> DefaultComponentInteractableStrategy
class DefaultComponentInteractableStrategy {
+IsInteractable(Component) bool$
}
MonkeyConfig --> IIgnoreStrategy
IIgnoreStrategy <|-- DefaultIgnoreStrategy
class IIgnoreStrategy {
+IsIgnored(GameObject, ILogger) bool*
}
MonkeyConfig --> IReachableStrategy
IReachableStrategy <|-- DefaultReachableStrategy
DefaultReachableStrategy --> DefaultScreenPointStrategy
DefaultScreenPointStrategy --> DefaultTransformPositionStrategy
class IReachableStrategy {
+IsReachable(GameObject, out RaycastResult, ILogger) bool*
}
class DefaultReachableStrategy {
+DefaultReachableStrategy(Func<GameObject, Vector2>, ILogger)
+IsReachable(GameObject, out RaycastResult, ILogger) bool
}
class DefaultScreenPointStrategy {
+GetScreenPoint(GameObject) Vector2$
}
class DefaultTransformPositionStrategy {
+GetScreenPoint(GameObjct) Vector2$
+GetScreenPointByWorldPosition(GameObject, Vector3) Vector2$
}
MonkeyConfig --> "*" IOperator
class IOperator {
+CanOperate(GameObject) bool*
+OperateAsync(GameObject, RaycastResult, CancellationToken) UniTask*
}
IOperator <|-- IClickOperator
IClickOperator <|-- UguiClickOperator
IOperator <|-- ITextInputOperator
ITextInputOperator <|-- UguiTextInputOperator
You can control the Monkey's behavior by attaching the annotation components to the GameObject
.
Use the TestHelper.UI.Annotations
assembly by adding it to the Assembly Definition References.
Please note that this will be included in the release build due to the way it works.
Note
Even if the annotations assembly is removed from the release build, the link to the annotation component will remain Scenes and Prefabs in the asset bundle built. Therefore, a warning log will be output during instantiate. To avoid this, annotations assembly are included in release builds.
UguiDragAndDropOperator
will preferentially drop onto GameObject
with DropAnnotation
attached.
Monkey will not operate objects with IgnoreAnnotation
attached.
Specify the character kind and length input into InputField
with InputFieldAnnotation
.
Specify the screen position offset where Monkey operators operate.
Respects CanvasScaler
but does not calculate the aspect ratio.
Specify the screen position where Monkey operators operate.
Respects CanvasScaler
but does not calculate the aspect ratio.
Specify the world position offset where Monkey operators operate.
Specify the world position where Monkey operators operate.
Select any GameObject
in the Hierarchy window and right-click to open the context menu, then select Copy to Clipboard > Hierarchy Path.
Select any GameObject
in the Hierarchy window and right-click to open the context menu, then select Copy to Clipboard > Instance ID.
If your game title uses a custom UI framework that is not uGUI compatible and/or requires special operating, you can customize the GameObjectFinder
and Monkey
behavior using the following:
Returns whether the Component
is interactable or not.
DefaultComponentInteractableStrategy.IsInteractable()
returns true if the component is a uGUI compatible component and its interactable
property is true.
You should replace this when you want to control special components that comprise your game title.
IIgnoreStrategy.IsIgnored()
method returns whether the GameObject
is ignored or not from Monkey
.
DefaultIgnoreStrategy.IsIgnored()
returns true if the GameObject
has IgnoreAnnotation
attached.
You should replace this when you want to ignore specific objects (e.g., by name and/or path) in your game title.
IReachableStrategy.IsReachable()
method returns whether the GameObject
is reachable from the user or not.
DefaultReachableStrategy.IsReachable()
returns true if it can raycast from Camera.main
to the pivot position of GameObject
.
You should replace this when you want to customize the raycast point (e.g., randomize position, specify camera).
If your game title uses a custom UI framework that is not uGUI compatible and/or requires custom conditions for searching, you can implement the IGameObjectMatcher
interface.
The custom matcher can be specified as an argument to the GameObjectFinder.FindByMatcherAsync
method.
For example, the built-in ButtonMatcher
class's IsMatch
method returns true
for GameObjects
that match the specified button element name
, path
, text
, and texture
.
If your game title uses a custom UI framework that is not uGUI compatible, you can implement the IOperator
interface.
A sub-interface of the IOperator
(e.g., IClickOperator
) must be implemented to represent the type of operator.
An operator must implement the CanOperate
method to determine whether an operation, such as a click, is possible and the OperateAsync
method to execute the operation.
Important
Until test-helper.monkey v0.14.0, it took screenshots and output logs in the caller. However, this has been changed to OperateAsync
responsible.
The "Define Constraints" is set to UNITY_INCLUDE_TESTS || COM_NOWSPRINTING_TEST_HELPER_ENABLE
in this package's assembly definition files, so it is generally excluded from player builds.
To use the feature in player builds, add COM_NOWSPRINTING_TEST_HELPER_ENABLE
to the scripting symbols at build time.
Tip
How to set custom scripting symbols, see below:
Manual: Custom scripting symbols
If no GameObject
is found with the specified name, path, or matcher, throw TimeoutException
with the following message:
GameObject (NameMatcher: Target) is not found.
Or for path:
GameObject (PathMatcher: Path/To/Target) is not found.
If GameObject
is found with the specified name, path, or matcher but not reachable, throw TimeoutException
with the following message:
GameObject (NameMatcher: Target) is found, but not reachable.
If you need detailed logs, pass an ILogger
instance to the constructor of GameObjectFinder
.
If GameObject
is found with the specified name, path, or matcher but not interactable, throw TimeoutException
with the following message:
GameObject (NameMatcher: Target) is found, but not interactable.
If multiple GameObjects
matching the condition are found, throw MultipleGameObjectsMatchingException
with the following message:
Multiple GameObjects matching the condition (NameMatcher: Target) were found.
If thrown TimeoutException
with the following message:
Interactive component not found in 5 seconds
This indicates that no GameObject
with an interactable component appeared in the scene within specified seconds.
GameObject
determined to be Ignored will be excluded, even if they are interactable.
GameObject
that are not reachable by the user are excluded, even if they are interactable.
More details can be output using the verbose option (MonkeyConfig.Verbose
).
The waiting seconds can be specified in the MonkeyConfig.SecondsToErrorForNoInteractiveComponent
.
If you want to disable this feature, specify 0
.
If thrown InfiniteLoopException
with the following message:
Found loop in the operation sequence: [44030, 43938, 44010, 44030, 43938, 44010, 44030, 43938, 44010, 44030]
This indicates that a repeating operation is detected within the specified buffer length.
The pattern [44030, 43938, 44010]
is looped in the above message.
Numbers are the instance ID of the operated GameObject
.
The detectable repeating pattern max length is half the buffer length.
The buffer length can be specified in the MonkeyConfig.BufferLengthForDetectLooping
.
If you want to disable this feature, specify 0
.
UguiClickOperator operates to StartButton(-12345), screenshot=UguiMonkeyAgent01_0001.png
This log message is output just before the operator UguiClickOperator
operates on the GameObject
named StartButton
.
"UguiMonkeyAgent01_0001.png" is the screenshot file name taken just before the operation.
Screenshots are taken when the MonkeyConfig.Screenshots
is set.
You can output details logs when the MonkeyConfig.Verbose
is true.
Lottery entries: [
StartButton(30502):Button:UguiClickOperator,
StartButton(30502):Button:UguiClickAndHoldOperator,
MenuButton(30668):Button:UguiClickOperator,
MenuButton(30668):Button:UguiClickAndHoldOperator
]
Each entry format is GameObject
name (instance ID) : Component
type : Operator
type.
This log message shows the lottery entries that the monkey can operate.
Entries are made by the IsInteractable
and Operator.CanOperate
method.
IsIgnore
and IsReachable
are not used at this time.
If there are zero entries, the following message is output:
No lottery entries.
If the lotteries GameObject
is ignored, the following message will be output and lottery again.
Ignored QuitButton(30388).
If the lotteries GameObject
is not reachable by the user, the following messages will be output and lottery again.
Not reachable to CloseButton(-2278), position=(515,-32). Raycast is not hit.
Or
Not reachable to BehindButton(-2324), position=(320,240). Raycast hit other objects: [BlockScreen, FrontButton]
The former output is when the object is off-screen, and the latter is when other objects hide the pivot position.
The position to send the raycast can be arranged using annotation components such as ScreenOffsetAnnotation
.
If all lotteries GameObject
are not operable, the following message is displayed.
If this condition persists, a TimeoutException
will be thrown.
Lottery entries are empty or all of not reachable.
You can choose from two typical installation methods.
- Open the Package Manager tab in Project Settings window (Editor > Project Settings)
- Click + button under the Scoped Registries and enter the following settings (figure 1.):
- Name:
package.openupm.com
- URL:
https://package.openupm.com
- Scope(s):
com.nowsprinting
andcom.cysharp
- Name:
- Open the Package Manager window (Window > Package Manager) and select My Registries in registries drop-down list (figure 2.)
- Click Install button on the
com.nowsprinting.test-helper.ui
package
Note
Do not forget to add com.cysharp
into scopes. These are used within this package.
Figure 1. Package Manager tab in Project Settings window.
Figure 2. Select registries drop-down list in Package Manager window.
- Open your test assembly definition file (.asmdef) in Inspector window
- Add TestHelper.UI into Assembly Definition References
MIT License
Open an issue or create a pull request.
Be grateful if you could label the PR as enhancement
, bug
, chore
, and documentation
.
See PR Labeler settings for automatically labeling from the branch name.
Add this repository as a submodule to the Packages/ directory in your project.
git submodule add [email protected]:nowsprinting/test-helper.ui.git Packages/com.nowsprinting.test-helper.ui
Warning
Required installation packages for running tests (when embedded package or adding to the testables
in manifest.json), as follows:
- Unity Test Framework package v1.3.4 or later
- TextMesh Pro package or Unity UI package v2.0.0 or later
Generate a temporary project and run tests on each Unity version from the command line.
make create_project
UNITY_VERSION=2019.4.40f1 make -k test
Warning
You must select "Input Manager (Old)" or "Both" in the Project Settings > Player > Active Input Handling for running tests.
The release process is as follows:
- Run Actions > Create release pull request > Run workflow
- Merge created pull request
Then, will do the release process automatically by Release workflow. After tagging, OpenUPM retrieves the tag and updates it.
Caution
Do NOT manually operation the following operations:
- Create a release tag
- Publish draft releases
Caution
You must modify the package name to publish a forked package.
Tip
If you want to specify the version number to be released, change the version number of the draft release before running the "Create release pull request" workflow.