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
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.









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Posted by: "Donaldson, John" <[email protected]>
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