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Automating QA
in Unity
INTRODUCTION
▪ M.Sc. Computer
Science
▪ Unity Developer
▪ Ex CEO at 2GuyGames
TARGETS
▪ Give power of automated testing to non-programmers
○ Easy to use!
▪ No changes to client code or scenes
▪ Record gameplay and turn it into a test
CHALLENGES
▪ Input Systems
▪ Oracle Problem
▪ Indeterminism
INPUT SYSTEMS
▪ Gameplay test means: Record/Replay input
▪ Different input systems:
○ (Unity) Input Manager; (Unity) Input System; Rewired
-> Need a flexible solution
CODE INJECTION
▪ Don’t disturb client code
▪ Inject at runtime
▪ Harmony: https://github.com/pardeike/Harmony
CODE INJECTION
bool IsJump()
return Input.GetKeyDown(KeyCode.Space);
bool IsJump()
if recording return Store(Input.GetKeyDown(…));
else if replaying return StoredValue();
else return Input.GetKeyDown(KeyCode.Space);
->TOTAL DECOUPLING
▪ Allows mocking of all functionality
▪ Further applications:
○ Unit-testing of MonoBehaviours
○ Mocking networks
ORACLE PROBLEM
▪ How do you determine correctness?
▪ Correctness depends on specifications
▪ Correctness is not necessarily “logical”
-> Require human input
INDETERMINISM
▪ RNG
▪ Physics
▪ Framerate
INDETERMINISM
▪ Allow for multiple correct states
State 1 State 2 State 3
float f 66 50 100
50..100
▪ Weakness: Only covers continuous spaces
▪ Conjecture: Values in games are mostly continuous
CONCLUSION
▪ Complete decoupling of classes
▪ Somewhat reliable replay behaviour
▪ Automated error detection
▪ Create automated tests without programming
▪ And they learn!
FUTURE PLANS
▪ Automated (AI-driven) test generation
▪ Exploratory testing
CONTACT
marco@knietzsch.org
linkedin.com/in/marcoknietzsch/

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