PlayMode tests stopping by default if errors are logged in scripts

PlayMode tests stopping by default if errors are logged in scripts

By : aditya kumar singh
Date : October 18 2020, 01:08 AM
This might help you Disable Error Pause on the Console tab. This should prevent Debug.LogError from pausing your Game.
code :
Debug.LogError("Your Error");

LogAssert.Expect(LogType.Error, "Your Error");
LogAssert.ignoreFailingMessages = true;

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preventing scripts from stopping on errors

preventing scripts from stopping on errors

By : iKhunARM
Date : March 29 2020, 07:55 AM
Hope this helps In nutshell, you are asking - how to handle if the child process hangs (from parent perspective). If that is the basic issue your are facing, then you can check this link. HTH!
JSF not reporting any errors: blank page returned with no errors logged

JSF not reporting any errors: blank page returned with no errors logged

By : Kristi Beshello
Date : March 29 2020, 07:55 AM
like below fixes the issue If you are using a custom exception handler, ensure that it logs all errors while developing, otherwise you may be 'handling' an error by doing nothing.
A JSF2.x custom exception handler is defined in faces-config.xml by:
code :
How to run python scripts as test suites (running a set of tests together) using nose tests?

How to run python scripts as test suites (running a set of tests together) using nose tests?

By : user2681740
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , I have a about 50 automated scripts in Python and I would like to separate them as test suites - approx 5 in each meaning 10 suites. How do I achieve it using nosetests? , How about just using:
code :
> nosetests script1.py script2.py script3.py script4.py script5.py
> nosetests script3.py script4.py script5.py script6.py script7.py
> ...
> nosetests -a suit='suit1'
Unity: Access classes in Assembly-CSharp from playmode tests

Unity: Access classes in Assembly-CSharp from playmode tests

By : user1697341
Date : March 29 2020, 07:55 AM
With these it helps The question was answered in the Unity forum by the User 'MafiaMoe':
PlayMode Tests with Coroutine SetUp

PlayMode Tests with Coroutine SetUp

By : user3310496
Date : March 29 2020, 07:55 AM
This might help you I found what I needed. Just like [Test] attribute only works on void methods and you need to use [UnityTest] to run a coroutine, there is also a [UnitySetUp] attribute that allows to use coroutine setup instead of a void one.
Link to the docs for more info: https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-actions-outside-tests.html#unitysetup-and-unityteardown
code :
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Game.Characters;
using Game.Inventory;

namespace Tests
    public class ItemTests
        Player player;
        Character character;
        WorldItem worldItem;
        ItemScript itemScript;

        public IEnumerator SetUp()
            player = MonoBehaviour.Instantiate(Resources.Load<GameObject>("Tests/Player"));
            yield return null; // Wait for prefab to load
            character = player.GetComponent<Character>();
            worldItem = WorldItem.Create(Resources.Load<Item>("Items/item"), 1);
            yield return null; // Wait for prefab to load
            itemScript = character.HandItemContainer.gameObject.GetComponentInChildren<ItemScript>();

        public void Teardown()

        public void ItemIsOnHand()
            // Test

        public void ItemIsDisabledAtStart()
            // Test
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