AltTester Editor
The GUI refers to the AltTester Editor window that is displayed when adding the AltTester package in Unity.
In the following sections you can see a breakdown of all the sections in the GUI.
Tests List
displays all the available tests from the project folder
user can use the Refresh button to update the tests list after making some changes in the test script
user can select what tests to run by checking the checkbox next to their name
user can either check each test individually or check the whole class of tests
tests that passed have a green checkmark while tests that failed are shown with a red x icon
Test Log Summary: contains a log for why a test has failed (see right side of screenshot)
Note
Make sure that each time you modify anything in the test script (e.g. test’s name, code, add or delete a test etc.) before running tests in the AltTester Editor you click the Refresh button to update the tests list.
Note
If the AltTest script is created inside a folder (or a folder that has a parent folder) that does not contain an assembly definition file then in the Tests list it will be displayed inside Assembly-CSharp-Editor.dll. Otherwise, if it is created inside a folder (or a folder that has a parent folder) that already contains an assembly definition file then in the Tests list it will be displayed inside that assembly definition.
Build Settings
Company Name
Company name used for the app build (same with Unity’s Player Settings).
Product Name
The product name (same with Unity’s Player Settings).
Input Visualizer
Lets you see where on screen an action (e.g. swipe or click) happens. The action position is marked on the screen with a red circle.
To activate this option before build check the “Input visualizer” checkbox.
Input Visualizer Disabled | Input Visualizer Enabled |
---|---|
You can also activate this option from within the test using the following code:
altDriver.FindObject(By.NAME, "AltTesterPrefab").SetComponentProperty("AltRunner", "ShowInputs", "Assembly-CSharp", "true");
altDriver.findObject(AltDriver.By.NAME,"AltTesterPrefab").setComponentProperty("AltRunner", "ShowInputs", "Assembly-CSharp", "true");
altdriver.find_object(By.NAME,"AltTesterPrefab").set_component_property("AltRunner", "ShowInputs", "Assembly-CSharp", "true")
Show Popup
If this option is checked, it will display the “AltTester” popup in app containing the text “Waiting for connection on port 13000”. That means the build contains the AltTester Unity SDK. Popup will disappear once the tests are started.
Append “Test” to product name for AltTester Unity SDK builds:
Will add “Test” to the product name.
Keep ALTTESTER symbol defined:
Will add “ALTTESTER” to the scripting define symbols. This is usually done automatically when entering in play mode or building the application. This option is not recommended if you are developing your application but can be used if you are on a branch where you only write tests.
AltServer Host
Refers to the host the AltServer is listening on. You can change this value and make a new app build if you want to use another host.
AltServer Port
Refers to the port the AltServer is listening on. You can change this value and make a new app build if you want to use another port.
Test run Settings
Create XML Report
If this option is checked, it will generate an XML report for the tests run.
XML file path
The path for the XML report file.
Note
Make sure to provide a name followed by the .xml extention in the path for the report. If no location is provided, the file will be generated in the parent folder of the Unity project.
Scene Manager
The Scene Manager pane displays a list of the Scenes from your Project. Checked scenes are included in the build.
Unity uses the list of Scenes to determine the order that it loads the Scenes in. To adjust the order of the Scenes use the action buttons associated to each scene to move them up or down the list.
Display scene full path: displays the full path where the scenes are located.
Add Scene: displays all the scenes in the project. User can add scenes to the “Scene Manager” from the “Add Scene” popup.
Action buttons (add / select / remove scenes).
Build & Run Settings
Platform Settings
The Android Bundle Identifier field: fill in a valid bundle ID.
The Build Location field: the build path for the instrumented Unity application.
By default, the Output Path is a folder with the same name as your app.
The iOS Bundle Identifier field: fill in a valid bundle ID.
The Signing Team ID field: fill in with the team’s ID.
The Automatically Signed field: check this for default signing.
The Build Location field: the build path for the instrumented Unity application.
By default, the Output Path is a folder with the same name as your app.
The Build Target field: choose build mode according to platform.
The Build Location field: the build path for the instrumented Unity application.
By default, the Output Path is a folder with the same name as your app.
The Build Location field: the build path for the instrumented Unity application.
By default, the Output Path is a folder with the same name as your app.
Build Settings
* Build Only
Run Settings
* Play in Editor
* Build & Run
Run Tests Settings
* Run All Tests
* Run Selected Tests
* Run Failed Tests
Note
Run Tests does not use the options set in the Platform section.