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[MPPM] Automating Multi-Process Play Mode Testing Scenarios

Solution

multiplayereditorunit testingoptimization

Unity 6.0.x - Unity 6.3.x

Published 28 days ago

Issue

 The challenge involves integrating Multi-Process Play Mode with automated testing frameworks to enable programmatic assertions on individual game instances within a running scenario. Developers often struggle with the lack of native result reporting from secondary processes back to the main Editor environment.

Explanation

MultiProcessPlayMode scenarios are manageable through the UnityEditor.MultiProcessPlayMode namespace. Programmatic control allows your script to automate the lifecycle of multi-instance sessions, though reporting assertions from secondary processes remains an architectural hurdle.

  1. Define the scenario configuration within your script.
  2. Invoke MultiProcessPlayMode.StartScenario() to initialize the clones.
  3. Monitor the EditorApplication.isPlaying state to verify execution.

Additional Tips

  • Use MultiProcessPlayMode.StopScenario() to programmatically terminate active sessions.
  • Assertions triggered in secondary processes do not natively propagate to the main Test Runner window.
  • Implement a custom logger or file-based flag system to pipe clone console output to a centralized location for automated parsing.
  • Ensure all assets are saved before starting a MultiProcessPlayMode session to prevent synchronization issues between clones.

TL;DR

Starting with Unity 6, MultiProcessPlayMode scenarios can be initiated programmatically, allowing for automated session management despite limited cross-process assertion reporting.


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Content inspired by a Unity discussion post.