Skip to content
/ Anjin Public

Autopilot framework for games made with Unity

License

Notifications You must be signed in to change notification settings

DeNA/Anjin

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Anjin

Meta file check openupm

Click 日本語 for the Japanese page if you need.

Anjin is an autopilot framework for games made with Unity. It consists of the following two elements.

  1. A dispatcher that launches the corresponding Agent according to the Scene loaded in the game
  2. An Agent that realizes auto-execution closed to the Scene

Agents are small, isolated C# scripts that perform specific operations, such as playback of UI operations or monkey tests. In addition to the built-in ones, you can implement and use ones specific to your game title.

Installation

You can choose from two typical installation methods.

Install via Package Manager window

  1. Open the Package Manager tab in Project Settings window (Editor > Project Settings)
  2. Click + button under the Scoped Registries and enter the following settings (figure 1.):
    1. Name: package.openupm.com
    2. URL: https://package.openupm.com
    3. Scope(s): com.dena, com.cysharp, and com.nowsprinting
  3. Open the Package Manager window (Window > Package Manager) and select My Registries in registries drop-down list (figure 2.)
  4. Click Install button on the com.dena.anjin package

Figure 1. Package Manager tab in Project Settings window.

Figure 2. Select registries drop-down list in Package Manager window.

Note

Do not forget to add com.cysharp and com.nowsprinting into scopes. These are used within Anjin.

Note

Required install Unity Test Framework package v1.3 or later for running tests (when adding to the testables in package.json).

Install via OpenUPM-CLI

If you installed openupm-cli, run the command below:

openupm add com.dena.anjin

UNITY_INCLUDE_TESTS || DENA_AUTOPILOT_ENABLE is set in the Define Constraints of the Assembly Definition File, So excluded from the release build in principle.

Recommended .gitignore

The following files are automatically generated when you start Anjin. There is no need to track it, so we recommend adding it to your project's .gitignore file.

/Assets/AutopilotState.asset*

Settings for game title

After installing the UPM package in the game title Unity project, configure and implement the following.

  • Generate and configure the AutopilotSettings.asset file
  • Generate and configure the .asset file for the Agent to be used
  • Implement a custom Agent if necessary
  • Implement initialization process as needed

Note

Set UNITY_INCLUDE_TESTS || DENA_AUTOPILOT_ENABLE in the Define Constraints of the Assembly Definition File to which they belong to exclude them from release builds.

Generate and configure the AutopilotSettings.asset file

Right-click in the Unity Editor's Project window to open the context menu, then select Create > Anjin > Autopilot Settings to create the file. The file name is arbitrary, and multiple files can be created and used within a project.

There are three main settings.

Agent Assignment

Scene Agent Mapping and Fallback Agent

Set up a mapping of Agent configuration files (.asset) to be automatically executed for each Scene.

Set the combination of Scene and Agent. The order does not affect the operation. If a Scene does not exist in the list, the Agent set in Fallback Agent will be used.

For example, if you want UGUIMonkeyAgent to work for all Scenes, set Scene Agent Maps to empty, and set Set the Fallback Agent to an UGUIMonkeyAgent's .asset file.

Scene Crossing Agents

Set the Agents to run by scene crossing, independent of Scene Agent Maps and Fallback Agent.

The specified agents will have the same lifespan as Autopilot (i.e., use DontDestroyOnLoad) for specifying, e.g., ErrorHandlerAgent and UGUIEmergencyExitAgent.

Warning

Recommend set an ErrorHandlerAgent to interrupt Autopilot if an exception occurs during execution.

Autopilot Lifespan Settings

Lifespan
Specifies the execution time limit in seconds. Defaults to 300 seconds, 0 specifies unlimited operation. This item can also be overridden from the commandline (see below).
Exit Code
Select the exit code used when Autopilot lifespan expires.
Custom Exit Code
Specify the exit code as an integer value.
Message
Message sent by the Reporter when Autopilot lifespan expires.

Autopilot Run Settings

Random Seed
Specify when you want to fix the seed given to the pseudo-random number generator (optional). This is a setting related to the pseudo-random number generator used by the autopilot. To fix the seed of the pseudo-random number generator in the game itself, it is necessary to implement this setting on the game title side. This item can also be overridden from the commandline (see below).
Time Scale
Time.timeScale. Default is 1.0. This item can also be overridden from the commandline (see below).
Loggers
Logger used for this autopilot settings. If omitted, Debug.unityLogger will be used as default.
Reporters
Reporter to be called on Autopilot terminate.

Generate and configure the Agent setting file (.asset)

Whether you use the built-in Agent or implement custom Agent, you must create an instance (.asset file) of it in the Unity editor.

Instances are created by right-clicking in the Project window of the Unity editor to open the context menu, then selecting Create > Anjin > Agent type name.

Select the generated file, Agent-specific settings are displayed in the inspector and can be customized. You can prepare multiple Agents with different settings for the same Agent type and use them in different Scenes.

Generate and configure the Logger setting file (.asset)

Logger instances are created by right-clicking in the Project window of the Unity editor to open the context menu, then selecting Create > Anjin > Logger type name.

Select the generated file, Logger-specific settings are displayed in the inspector and can be customized. You can prepare multiple Loggers with different settings for the same Logger type.

Generate and configure the Reporter setting file (.asset)

Reporter instances are created by right-clicking in the Project window of the Unity editor to open the context menu, then selecting Create > Anjin > Reporter type name.

Select the generated file, Reporter-specific settings are displayed in the inspector and can be customized. You can prepare multiple Reporters with different settings for the same Reporter type.

Run autopilot

Autopilot can be run in the Unity editor in three ways.

1. Run on play mode in Unity editor (GUI)

Open the AutopilotSettings file you wish to run in the inspector and click the Run button to enter play mode with Autopilot enabled. After the set run time has elapsed, or as in normal play mode, clicking the Play button will stop the program.

2. Launch from commandline

To execute from the commandline, specify the following arguments.

$(UNITY) \
  -projectPath $(PROJECT_HOME) \
  -batchmode \
  -executeMethod DeNA.Anjin.Editor.Commandline.Bootstrap \
  -AUTOPILOT_SETTINGS Assets/Path/To/AutopilotSettings.asset
  • UNITY is the path to the Unity editor, and PROJECT_HOME is the root of the project to be autorun.
  • -AUTOPILOT_SETTINGS is the path to the settings file (AutopilotSettings) you want to run.
  • Do not specify -quit (it will exit without entering play mode).
  • Do not specify -nographics (do not show GameView window).

In addition, some settings can be overridden by adding the following arguments. For details on each argument, see the entry of the same name in the "Generate and configure the AutopilotSettings.asset file" mentioned above.

LIFESPAN_SEC
Specifies the execution time limit in seconds
RANDOM_SEED
Specifies when you want to fix the seed given to the pseudo-random number generator
TIME_SCALE
Specifies the Time.timeScale. Default is 1.0

In both cases, the key should be prefixed with - and specified as -LIFESPAN_SEC 60.

3. Run in Play Mode test

Autopilot works within your test code using the async method Launcher.LaunchAutopilotAsync(string). Specify the AutopilotSettings file path via the argument.

[Test]
public async Task LaunchAutopilotInTest()
{
  // Load the first scene
  await SceneManager.LoadSceneAsync(0);

  // Launch autopilot
  await Launcher.LaunchAutopilotAsync("Assets/Path/To/AutopilotSettings.asset");
}

Warning

The default timeout for tests is 3 minutes. If the autopilot execution time exceeds 3 minutes, please specify the timeout time with the Timeout attribute.

Warning

When running tests on a player, any necessary configuration files must be placed in the Resources folder to be included in the player build. It can use IPrebuildSetup and IPostBuildCleanup to insert processing into the test player build.

Note

The test will fail if the test-runner detects a LogException or LogError output. You can suppress this by using LogAssert.ignoreFailingMessages assuming that you will use Anjin for error handling.

Built-in Agents

The following Agent types are provided. These can be used as they are, or game-title-specific custom Agents can be implemented and used.

UGUIMonkeyAgent

This is an Agent that randomly manipulates uGUI components. This Agent implementation uses open source test-helper.monkey package.

An instance of this Agent (.asset file) can contain the following.

Lifespan
Duration of random operation execution time in secounds. If 0 is specified, the operation is almost unlimited (TimeSpan.MaxValue). With this setting, neither Autopilot nor the app itself will exit when the Agent exits. It will not do anything until the next Scene switch
Delay
Wait interval [milliseconds] between random operations
Secs Searching Components
Seconds to determine that an error has occurred when an object that can be interacted with does not exist
Touch and Hold Millis
Delay time for touch-and-hold [ms]
Enable Gizmos
Show Gizmos on GameView during running monkey test if true

Screenshot Options:

Enabled
Whether screenshot is enabled or not
Directory
Use Default: Whether using a default directory path to save screenshots or specifying it manually. Default value is specified by command line argument "-testHelperScreenshotDirectory". If the command line argument is also omitted, `Application.persistentDataPath` + "/TestHelper/Screenshots/" is used.
Path: Directory path to save screenshots
Filename
Use Default: Whether using a default prefix of screenshots filename or specifying it manually. Default value is Agent name
Prefix: Prefix of screenshots filename
Super Size
The factor to increase resolution with. Neither this nor Stereo Capture Mode can be specified
Stereo Capture Mode
The eye texture to capture when stereo rendering is enabled. Neither this nor Resolution Factor can be specified

If you have a GameObject that you want to avoid manipulation by the UGUIMonkeyAgent, attach the IgnoreAnnotation component in the TestHelper.Monkey.Annotations assembly. See Anjin Annotations below for more information.

UGUIPlaybackAgent

This is an Agent that playback uGUI operations with the Recorded Playback feature of the Automated QA package.

The following can be set in an instance (.asset file) of this Agent.

Recorded Json
Specify the recording file (.json) to play

Use the Recorded Playback window for recording operations with Automated QA. The window is opened via the Unity editor menu Automated QA > Automated QA Hub > Recorded Playback. The recording file (.json) is saved under the Assets/Recordings/ folder and can be freely moved or renamed.

Note that the Recorded Playback function in Automated QA can record operations across Scene transitions, but in Anjin, when the Scene is switched, the Agent is also forcibly switched, so playback is also interrupted. Therefore, please be careful to record in units of Scenes.

A screenshot of the operation by Automated QA is stored under Application.persistentDataPath/Anjin. The Application.persistentDataPath for each platform can be found in the Unity manual at Scripting API: Application.persistentDataPath.

Warning

The Automated QA package outputs LogType.Error to the console when playback fails (e.g., the target Button cannot be found). The following setting is required to detect this and terminate the autopilot.

  1. Add ErrorHandlerAgent and set Handle Error to Terminate Autopilot.
  2. Add ConsoleLogger and set Filter LogType to Error or higher.

Note

The Automated QA package is in the preview stage. Please note that destructive changes may occur, and the package itself may be discontinued or withdrawn.

DoNothingAgent

An Agent that does nothing.

The following settings can be configured for this Agent instance (.asset file).

Lifespan
Specifies the do nothing time in seconds. 0 means unlimited time to do nothing. If 0 is specified, an unlimited amount of time for no action is taken. It will not do anything until the next Scene is switched.

TerminateAgent

Terminates the Autopilot running. It is intended to be executed after the goal of a test scenario is achieved.

The following settings can be configured for this Agent instance (.asset file).

Exit Code
Select the exit code used when this agent terminates the Autopilot.
Custom Exit Code
Input exit code by integer value.
Message
Message sent by the Reporter when this agent terminates the Autopilot.

ParallelCompositeAgent

An Agent that executes multiple Agents in parallel.

The instance of this Agent (.asset file) can have the following settings.

Agents
A list of Agents to be executed in parallel, which can be nested by specifying a CompositeAgent

SerialCompositeAgent

An Agent that executes multiple Agents in series.

The instance of this Agent (.asset file) can have the following settings.

Agents
A list of Agents to be executed in series, which can be nested by specifying a CompositeAgent

OneTimeAgent

An Agent that can register one child Agent and execute it only once throughout the Autopilot execution period. The second time executions will be skipped.

For example, in a game where the title scene leads to a different path only for the first time or where the user receives a login bonus only for the first time on the home scene, it is possible to construct a test scenario in which the title screen is executed as is even if a communication error or the like causes a return to the title scene.

The Agent instance (.asset file) can contain the following settings.

Agent
Agent that can be executed only once, which can be nested by specifying a CompositeAgent

RepeatAgent

An Agent that executes one child Agent indefinitely and repeatedly.

Combined with SerialCompositeAgent, it can be used to repeat a sequence many times or to repeat a specific Agent. Note that finite iterations are not supported (to use SerialCompositeAgent).

This Agent instance (.asset file) can contain the following.

Agent
Agent to be executed repeatedly, which can be nested by specifying a CompositeAgent

TimeBombAgent

An Agent that will fail if a defuse message is not received before the inner Agent exits.

For example, pass the out-game tutorial (Things that can be completed with tap operations on uGUI, such as smartphone games).

  1. Set UGUIMonkeyAgent as the Agent. It should not be able to operate except for the advancing button. Set the Lifespan Sec with a little margin.
  2. Set the log message to be output when the tutorial is completed as the Defuse Message.

This Agent instance (.asset file) can contain the following.

Agent
Working Agent. If this Agent exits first, the TimeBombAgent will fail.
Defuse Message
Defuse the time bomb when this message comes to the log first. Regex is also available.

ErrorHandlerAgent

An Agent that detects abnormal log messages and terminates the Autopilot running.

It should always be started at the same time as other Agents (that actually perform game operations). Generally, you add to Scene Crossing Agents in AutopilotSettings. If you want to change the settings for each Scene, use with ParallelCompositeAgent.

This Agent instance (.asset file) can contain the following.

Handle Exception
Specify an Autopilot terminates or only reports when an Exception is detected in the log. It can be overwritten with the command line argument -HANDLE_EXCEPTION, but be careful if multiple ErrorHandlerAgents are defined, they will all be overwritten with the same value.
Handle Error
Specify an Autopilot terminates or only reports when an Error is detected in the log. It can be overwritten with the command line argument -HANDLE_ERROR, but be careful if multiple ErrorHandlerAgents are defined, they will all be overwritten with the same value.
Handle Assert
Specify an Autopilot terminates or only reports when an Assert is detected in the log. It can be overwritten with the command line argument -HANDLE_ASSERT, but be careful if multiple ErrorHandlerAgents are defined, they will all be overwritten with the same value.
Handle Warning
Specify an Autopilot terminates or only reports when an Warning is detected in the log. It can be overwritten with the command line argument -HANDLE_WARNING, but be careful if multiple ErrorHandlerAgents are defined, they will all be overwritten with the same value.
Ignore Messages
Log messages containing the specified strings will be ignored from the stop condition. Regex is also available; escape is a single backslash (`\`).

Note

Recommend enabling a Handle Exception to interrupt Autopilot if an exception occurs during execution.

UGUIEmergencyExitAgent

An Agent that monitors the appearance of the EmergencyExitAnnotations component in the Scene and clicks on it as soon as it appears. This can be used in games that contain behavior that is irregular in the execution of the test scenario, for example, communication errors or "Return to Title Screen" buttons that are triggered by a daybreak.

It should always be started at the same time as other Agents (that actually perform game operations). Generally, you add to Scene Crossing Agents in AutopilotSettings. If you want to change the settings for each Scene, use with ParallelCompositeAgent.

This Agent instance (.asset file) can contain the following.

Interval
Interval in milliseconds to check for the appearance of the EmergencyExitAnnotation component.
Screenshot
Take a screenshot when click the EmergencyExit button.

Built-in Loggers

The following Logger types are provided. These can be used as they are, or game-title-specific custom Loggers can be implemented and used.

ConsoleLogger

A Logger that outputs to a console.

The instance of this Logger (.asset file) can have the following settings.

Filter LogType
To selective enable debug log message

FileLogger

A Logger that outputs to a specified file.

The instance of this Logger (.asset file) can have the following settings.

Output File Path
Log output file path. Specify relative path from project root or absolute path. When run on player, it will be the Application.persistentDataPath. It can be overwritten with the command line argument -FILE_LOGGER_OUTPUT_PATH, but be careful if multiple FileLoggers are defined, they will all be overwritten with the same value.
Filter LogType
To selective enable debug log message
Timestamp
Output timestamp to log entities

Built-in Reporters

The following Reporter types are provided. These can be used as they are, or game-title-specific custom Reporters can be implemented and used.

JUnitXmlReporter

A reporter that outputs report files in JUnit XML format. If there are zero errors and zero failures, the autopilot run is considered to have completed successfully.

The instance of this Reporter (.asset file) can have the following settings.

Output File Path
JUnit XML report file output path. Specify relative path from project root or absolute path. When run on player, it will be the Application.persistentDataPath. It can be overwritten with the command line argument -JUNIT_REPORT_PATH, but be careful if multiple JUnitXmlReporters are defined, they will all be overwritten with the same value.

SlackReporter

A Reporter that post report to Slack.

The instance of this Reporter (.asset file) can have the following settings.

Slack Token
OAuth token of Slack Bot used for notifications. If omitted, no notifications will be sent. It can be overwritten with the command line argument -SLACK_TOKEN, but be careful if multiple SlackReporters are defined, they will all be overwritten with the same value.
Slack Channels
Channels to send notifications. If omitted, not notified. Multiple channels can be specified by separating them with commas. Note that the bot must be invited to the channel. It can be overwritten with the command line argument -SLACK_CHANNELS, but be careful if multiple SlackReporters are defined, they will all be overwritten with the same value.
Mention Sub Team IDs
Comma-separated sub team IDs to mention when posting error reports.
Add @here
Add @here to the post when posting error reports.
Lead Text
Lead text for error reports. It is used in OS notifications. You can specify placeholders like a "{message}".
Message
Message body template for error reports. You can specify placeholders like a "{message}".
Color
Attachments color for error reports. Default color is same as Slack's "danger" red.
Screenshot
Take a screenshot for error reports. Default is on.
Post if completes
Also post a report if completed autopilot normally. Default is off.

You can create a Slack Bot on the following page:
Slack API: Applications

The Slack Bot needs the following permissions:

  • chat:write
  • files:write

The placeholders you can include in the lead and message body template are:

  • "{message}": Message with terminate (e.g., error log message)
  • "{settings}": Name of running AutopilotSettings
  • "{env.KEY}": Environment variables
  • "{mppm-tags}": Tags of the Multiplayer Play Mode package

Implementation of game-title-specific

Game-title-specific custom Agents and initialization code must be avoided in the release build. Create a unique assembly and turn off "Auto Referenced", and set the "Define Constraints" to UNITY_INCLUDE_TESTS || DENA_AUTOPILOT_ENABLE.

This asmdef and its storage folder can be created by opening the context menu anywhere in the Project window and selecting Create > Anjin > Game Title Specific Assembly Folder.

Custom Agents

A custom Agent is created by inheriting from Anjin.Agents.AbstractAgent. Simply implement the process to be executed by the Agent in the method UniTask Run().

The following fields defined in AbstractAgent are available. Each instance is set before calling the Run method.

  • Logger: Implementation of UnityEngine.ILogger specified in AutopilotSettings. Use this if you want to log output in Agent.
  • Random: Implementation of Anjin.Utilities.IRandom. Which is created from a seed specified in AutopilotSettings or a startup argument.

Note that it is convenient to set the [CreateAssetMenu] attribute to create an instance from the context menu.

Custom Loggers

A custom Logger is created by inheriting from Anjin.Logers.AbstractLoggerAsset. You must implement the Logger { get; } property to return custom UnityEngine.ILogger implementation.

Note that it is convenient to set the [CreateAssetMenu] attribute to create an instance from the context menu.

Custom Reporters

A custom Reporter is created by inheriting from Anjin.Reporters.AbstractReporter. Simply implement the method UniTask PostReportAsync().

Note that it is convenient to set the [CreateAssetMenu] attribute to create an instance from the context menu.

Game-title-specific initialization process

If your game title requires its specific initialization process, add the InitializeOnLaunchAutopilot attribute to the static method that does the initialization. An added method is called from the autopilot launch process.

[InitializeOnLaunchAutopilot]
public static void InitializeOnLaunchAutopilotMethod()
{
    // initialize code for your game.
}

Async methods are also supported.

[InitializeOnLaunchAutopilot]
private static async UniTask InitializeOnLaunchAutopilotMethodAsync()
{
    // initialize code for your game.
}

Note

You can specify callback order with argument. Callbacks with lower values are called before ones with higher values.

Note

The autopilot launch process is performed with RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad) (default for RuntimeInitializeOnLoadMethod). Also, RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration) implements the initialization process for Configurable Enter Play Mode.

Anjin Annotations

Annotations are defined to control Anjin operations. Use the DeNA.Anjin.Annotations assembly by adding it to the Assembly Definition References. Please note that this will be included in the release build due to the way it works.

Note

Even if the annotations assembly is removed from the release build, the link to the annotation component will remain Scenes and Prefabs in the asset bundle built. Therefore, a warning log will be output during instantiate. To avoid this, annotations assembly are included in release builds.

IgnoreAnnotation

The GameObject to which this component is attached avoids manipulation by the UGUIMonkeyAgent.

EmergencyExitAnnotations

When a Button to which this component is attached appears, the UGUIEmergencyExitAgent will immediately attempt to click on it. It is intended to be attached to buttons that are irregular in the execution of the test scenario, such as the "return to title screen" button due to a communication error or a daybreak.

Run on player build [experimental]

It can run autopilot on the players (real devices) if Anjin is included in player builds.

Warning

This feature is experimental. And Anjin itself is designed without much consideration for memory allocation, so please be careful when using it for performance testing.

How to build

1. Set the custom scripting symbols DENA_AUTOPILOT_ENABLE and COM_NOWSPRINTING_TEST_HELPER_ENABLE

Set a custom scripting symbols. See below:
Manual: Custom scripting symbols

2. Including configuration files into the player build

Any necessary configuration files must be placed in the Resources folder to be included in the player build. It can use IPreprocessBuildWithReport and IPostprocessBuildWithReport to insert processing into the player build.

3. Exclude from iCloud backup (optional)

Built-in File Logger and Agent screenshots are output under Application.persistentDataPath when running the player. This path is included in iCloud backup by default, so exclude it if not required.

UnityEngine.iOS.Device.SetNoBackupFlag(Application.persistentDataPath);

4. Add a launch autopilot button to the debug menu (optional)

e.g., Launch autopilot with UnityDebugSheet:

AddButton("Launch autopilot", clicked: () =>
  {
    _drawerController.SetStateWithAnimation(DrawerState.Min); // close debug menu before launch autopilot

#if UNITY_EDITOR
    const string Path = "Assets/Path/To/AutopilotSettings.asset";
#else
    const string Path = "Path/To/AutopilotSettings"; // relative path from Resources and without the .asset extension.
#endif
    Launcher.LaunchAutopilotAsync(Path).Forget();
});

Note

Launcher.LaunchAutopilotAsync can also use an overload that passes an AutopilotSettings instance as an argument.

How to launch autopilot on player build

It can also launch it using command line arguments, in addition to launching it from the debug menu. To execute from the command line, specify the following arguments.

$(ROM) -LAUNCH_AUTOPILOT_SETTINGS Path/To/AutopilotSettings
  • ROM is the path to the player build executable file.
  • -LAUNCH_AUTOPILOT_SETTINGS is the path to the settings file (AutopilotSettings) you want to run. Path is relative to the Resources folder and without the .asset extension.

It can specify the same arguments as when running in the editor.

Note

Built-in File Logger and Agent screenshots are output under Application.persistentDataPath when running the player. See below for each platform:
Application.persistentDataPath

Note

Android has a different way of specifying command line arguments. See below:
Manual: Specify Android Player command-line arguments

Troubleshooting

Autopilot is stopped, but the Run button in AutopilotSettings does not appear

The AutopilotState.asset that persists in Anjin's execution state may be in an incorrect state. Open it in the inspector and click the Reset button.

If this does not solve the problem, try deleting AutopilotState.asset.

Autopilot runs on its own in play mode

The AutopilotState.asset that persists in Anjin's execution state may be in an incorrect state. Open it in the inspector and click the Reset button.

If this does not solve the problem, try deleting AutopilotState.asset.

[CompilerError] Argument 1: Cannot convert to 'System.Threading.CancellationToken'

The following compilation error has been reported in some cases:

[CompilerError] Argument 1:.
Cannot convert from 'DeNA.Anjin.Reporters.SlackReporter.CoroutineRunner' to 'System.Threading.CancellationToken'
Compiler Error at Library\PackageCache\com.dena.anjin@1.0.1\Runtime\Reporters\SlackReporter.cs:66 column 53

This compile error occurs when using UniTask v2.3.0 or older. The UniTask.WaitForEndOfFrame(MonoBehaviour) API was implemented in UniTask v2.3.1

Usually, the correct version of UniTask is installed if you follow the installation instructions. However, if UniTask is placed as an embedded package in the project, it will be prioritized. Find out why you have an old UniTask installed. e.g., Check the contents of Packages/packages-lock.json generated by the Unity editor; use your IDE's code definition jump function to check where the source file of UniTask.WaitForEndOfFrame() is.

Warning message "settings has been obsolete" when launch Autopilot

For example, the following warning message may be output log.

Slack settings in AutopilotSettings has been obsolete.
Now, automatically converted it to SlackReporter asset file. Check it out and commit it to your VCS.

This message that the obsolete setting item has been automatically converted to the new setting method (SlackReporter in the above example). The settings file has been updated, so please check it out and commit it to your VCS (e.g., Git).

License

MIT License

How to contribute

Open an issue or create a pull request. Be grateful if you could label the pull request as enhancement, bug, chore, and documentation. See PR Labeler settings for automatically labeling from the branch name.

The general policy for accepting new features is as follows:

  • All built-in features can be easily configured in the Unity Editor's Inspector window.
  • Avoid adding features to the Autopilot class as much as possible, and consider expanding it with Agents, etc.
  • Refrain from adding non-general-purpose Agents, Loggers, and Reporters. Consider publishing them on your blog or Gist or placing them in Samples.

The following feature requests/ pull requests will be rejected because they go against the concept of Anjin:

  • Ability to run multiple test scenarios (AutopilotSettings) in succession. Use the feature to run from Play Mode tests.
  • Ability to specify "Start Scene" in AutopilotSettings. We recommend creating a test scenario that can be run from any Scene.

How to development

Add this repository as a submodule to the Packages/ directory in your project.

Run the command below:

git submodule add https://github.com/dena/Anjin.git Packages/com.dena.anjin

Warning

Required install packages for running tests (when adding to the testables in package.json), as follows:

Generate a temporary project and run tests on each Unity version from the command line.

make create_project
UNITY_VERSION=2019.4.40f1 make -k test

Release workflow

Run Actions > Create release pull request > Run workflow and merge created pull request. (Or bump version in package.json on default branch)

Then, Will do the release process automatically by Release workflow. And after tagged, OpenUPM retrieves the tag and updates it.

Do NOT manually operation the following operations:

  • Create release tag
  • Publish draft releases