Thanks for the link. Was hoping for something that was updated with the latest version of Unity, but I'll take what I can get.
I only worry that the lack of updates is an indication that it's not the right workflow.
toggle quoted message
Show quoted text
?
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:
J.
From: testdrivendevelopment@... [mailto:testdrivendevelopment@...]
Sent: 22 March 2016 10:46
To: testdrivendevelopment@...
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 akessner@...akessner@...> [testdrivendevelopment] <testdrivendevelopment@...testdrivendevelopment@...>> 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' john.m.donaldson@...john.m.donaldson@...> [testdrivendevelopment]" <testdrivendevelopment@...testdrivendevelopment@...>> wrote:
Avi - nice to see you're still out there :-) I've played around a bit with Unity and took the weak position vis-¨¤-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]