RE: Unity3d and TDD
"'Donaldson, John' [email protected] [testdrivendevelopment]" <[email protected]> Tue, 22 Mar 2016 10:47:47 +0000
| Newsgroups | gmane.comp.programming.test-driven-development |
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| Message-ID | <716D07F3CBA94244A0922E7A99837C3A2FED9D54@G9W0733.americas.hpqcorp.net> |
Yes, I was just testing stuff I was delegating to. Not grasping the thorny MonoBehaviour. I did see somewhere that Model-View-Controller and Dependency Injection could let you TDD into MonoBehaviour sub-classes. Quite a good discussion here: http://forum.unity3d.com/threads/test-driven-development.35901/ J. From: [email protected] [mailto:[email protected]] Sent: 22 March 2016 10:46 To: [email protected] Subject: Re: [TDD] Unity3d and TDD I have no idea about how Unity works, but perhaps instead of writing your behaviour in a class that extends monobehavior, you could create a pure-C# object and delegate all interesting stuff to it. On Tue, Mar 22, 2016 at 10:30 AM, Avi Kessner [email protected]<mailto:[email protected]> [testdrivendevelopment] <[email protected]<mailto:[email protected]>> wrote: How do you make classes that extend monobehavior testable? Or maybe I'm just not far enough into the project where I can use composition on those bits. On Mar 22, 2016 11:04 AM, "'Donaldson, John' [email protected]<mailto:[email protected]> [testdrivendevelopment]" <[email protected]<mailto:[email protected]>> wrote: Avi - nice to see you're still out there :-) I've played around a bit with Unity and took the weak position vis-à-vis TDD. That is: the visual interface is tested by looking at it and the rest is just normal C# code with normal tests. John D. [Non-text portions of this message have been removed] ------------------------------------ Posted by: "Donaldson, John" <[email protected]> ------------------------------------