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All posts tagged Automated Testing

That’s Right Unity Is Not Dealing With This Critical Issue

Unity are one of the biggest, if not biggest 2D & 3D game engines on the market. The company supports every conceivable, mainstream platform from mobile, thru desktop, Web to Virtual / Mixed Reality headsets.

Unity logo

This is the company that Apple & Google speak to when they want to role out ARCore & ARKit. By the time WWDC or Google annual conference role around, there is a beta version of Unity waiting in the wings with support for these changes.

Unity - ARCore
Unity - ARKit

If you have used a mainstream VR/MR app on Oculus Rift, HoloLens or HTC Vive then the likelihood is, that it was built in the Unity Editor.

Over the last year, a lot has changed for the company, especially instead of major version roll-outs, each subversion being released into Beta isn’t just bug fixes and iterations. Instead, these Beta sub-versions contain major new features and Unity isn’t shy about being transparent with their roadmap.

The big news is that Unity are making major inroads into the movie industry. They teamed with Neil Blomkamp to create the amazing animations for his OATS Studios movie shorts.

Many pundits believe that Unity is preparing themselves for an IPO with these changes, several major new strategic alliances and changes to the company board.

What Does Unity Need To Fix?

Ultimately, Unity provides a software development platform in their Editor. Code is written in C# and subject to the platform you are building your game or app on, the code is converted (e.g. conversion to C++ for IOS via IL2CPP). Notwithstanding the inability of the Editor to provide Developers with a mechanism to select all the platforms needed and run a cross-platform build script; this is not the major failing.

Their Editor has built in facility for Unit Testing via NUnit as part of Unity Test Runner.

Unity - Test Runner

QA can preview the scenes in the Editor but, Unity does not support Automated UI Testing on devices.

Once you have built your apps, you have no way except hands and eyeballs testing (more commonly argued over as “manual testing”) to test whether your IOS / Android / WebGL app functions or delivers the UI as expected.

Anyone who works in QA knows that standard practice is to incorporate automated UI tests using frameworks like Selenium for web testing and or, Appium for mobile apps.

These frameworks rely on the ability to recognize and map UI elements and objects with the app UI but Unity apps are a Black Box as far as Selenium or Appium are concerned. If you can’t map the UI elements and objects, then you can’t script clicks, swipes, text inputs or other simulations of real user behaviors.

This leaves game and app makers with 3 alternatives:

Unity - Testing

Manual testing alone is labor intensive, time consuming and repetitive. Cost aside it depends on skilled testers with the ability to catch and report bugs.

Customer testing is an oxymoron and often a disaster waiting to happen and yet some companies have no issue releasing their applications to their customers after only catching the critical issues.

Crowdsource testing is a good interim solution where companies lacking the testing personnel and is done by paying a 3rd party crowdsource company to deliver the warm bodies needed to test on personal devices for what amounts to first-to-find bug bounties.

The Warptest POV

Over the last year, I along with one of my QA Engineers tested several so-called automated testing solutions for Unity apps. Most didn’t make it out of the starting gate. Others showed early promise but needed extensive investment in development and testing to be anything more than a proof-of-concept.

All you need to do is search Unity’s Community Forums to see this is in high demand. Many companies and Unity personnel I spoke to online were interested to hear what we had discovered but if Unity want their community of 2D / 3D game, application and movie animation makers to deliver robust, well-tested products then automated UI testing needs to happen.

Unity - GDC

Today at 6.30pm Pacific Time, GDC, the Game Developers Conference kicks off. Don’t disappoint me Unity.


This is Unity’s summary blog post of their keynote at GDC. Color me disappointed, no mention of automated UI testing. Now I get it, automated testing in VR is a big challenge but choosing between doing nothing and at least supporting web / mobile automated testing on device, the choice is simple. FWIW if I had to choose between Unity and a platform that supports automated testing, the choice would be simple.

This is me throwing down the gauntlet Unity.

Automated Testing…

Is an incredibly powerful alternative to manual testing or is it?

Manual testing involves the employment of testing personnel to interact with the Application being tested and is considered labor and time consuming.

Automated Testing is considered a huge time saver and implementing it is seen as a way of Startups / Developers making big savings on limited resources.

Colonel Nathan Jessup Strikes Again…

The truth that most of you can’t handle is that pure Automated Testing is not a sound solution; it’s a magic bullet. Automated Testing has several drawbacks:

You can't handle the automated testing

  • It takes time to setup: you still need to write test cases that provide optimal coverage and then create the automated tests based on each of these.
  • It takes time to stabilize: if your code is still not stable and your product is evolving then today’s automated scripts can be made redundant by tomorrow’s iteration or pivot.
  • It can take time to analyze the results: manual testing sees the results during each individual test where the tester observes the bugs in situ and is able to report them within that context. Let’s say Tester “Bob” runs a test cycle overnight and the next morning has several hundred Automated Test results to analyze. Each failed test will require analysis, drill down and the tester getting into context to understand the results.
  • Technical Debt: when the maintenance of your Automated Testing demands more attention than developing the features or the time available to test, you may not be ready for Automation.

The Warptest POV

Don’t get me wrong I’m not saying abandon hope or Automated Testing as a viable option for testing your Application. Just don’t drink the Kool Aid. To run efficient testing you need to take a holistic approach combining targeted Manual and Automated Testing.

Not just automated testing

As soon as you begin creating Test Cases based on Use Cases, Requirements and Spec you should be planning which Test Cases logically can be automated and at what stage of the lifecycle.

If you know a feature or UI will not be stable until an expected date then the target should be to aim for optimum Automated Testing leading up to this date. By ensuring that efficient Manual Testing is coupled with this effort you are able to provide better test coverage than with just Automated Testing alone.

Some of you are no doubt disagreeing with this. To the rest who have been sold on the idea that Automated Testing is indeed a magic bullet let me state,

“There are scenarios where a skilled, attentive Manual Testing expert will give you speedier results. There is NO magic bullet here. Each product demands a tailored testing strategy.”

So in a nutshell I’m suggesting that if you are developing your App / Software and you are ready to invest in QA: –

  1. Don’t assume that you are at the stage you need Automated Testing.
  2. Don’t assume that Automated Testing alone is the best solution.
  3. Let whoever you are hiring to run your QA get the earliest possible look at your product and roadmap so you have matched expectations regarding testing strategy.

If this brief insight into a holistic approach to testing intrigues you and you believe this offers you the best option for your product’s success then …

Contact me - automated testing