logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Namespace Serenity.UnityInitializationPipeline.Tests.Infrastructure

    Classes

    SerenityBootFailureReporterTests

    The surface a boot that did not go cleanly reaches the game through: an event every build raises with the outcome, an error log, and — in the Editor and development builds — an overlay whose TEXT and blocking mode this asserts, never its pixels. A halt takes the screen; a degraded boot does not.

    UnityInitializationPipelineHaltTests

    The halt guarantee measured on the REAL runtime task type a boot profile builds, UnityReflectionCallTask: it surfaces a failing install method as a TargetInvocationException wrapping the real error, so this pins that the pipeline halts on that shape too — the Business-layer tests throw directly and never see the wrapper.

    UnityInitializationPipelineHaltTests.FailingInstallTarget

    The install target the first task reflects into — it throws, exactly as a real install step does when the settings asset it reads is mis-wired.

    UnityInitializationPipelineHaltTests.LaterInstallTarget

    The install target the second task reflects into — it records that it ran, so the test can prove the halt kept it from running at all.

    UnityInitializationPipelineProfileTests

    PlayMode tests for the UnityInitializationPipelineProfile ScriptableObject, validating its serialized fields and the explicit interface implementations of IInitializationPipelineProfileDefinition and IFoundationSettings.

    UnityInitializationTaskProviderTests

    PlayMode tests for UnityInitializationTaskProvider. Exercises the pure build-iteration logic: it maps each non-null task definition in the profile to a built task, skips null definitions, and yields nothing for null/empty profiles. Async task execution itself is out of scope (covered by the Business layer).

    In this article
    © 2026 Serenity. All Rights Reserved