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2025-08-05 09:30:40 +01:00
# 8\. Performance Tests
## Learning Objectives
One final thing we'll explore is a package that extends Unity Test Framework with Performance Tests.
## Exercise
The Performance Testing package can be used to measure performance in our game. This is a great tool if we want to track various regressions/progressions that happen over time in our project. In this example, you'll learn how to create a test that measures game average frames.
1. LostCrypt does not include the Performance Testing package installed by default. Install it by following [these instructions](https://docs.unity3d.com/Packages/com.unity.test-framework.performance@2.8/manual/index.html).
2. Add the package as a dependency to the [project manifest](https://docs.unity3d.com/Manual/upm-manifestPrj.html).
3. When the package is installed, add a reference to `Unity.PerformanceTesting` in your **PlayModeTests** assembly definition to access the performance testing APIs.
4. Create a new C# class under **Assets/Tests/PlayModeTests** called **PerformanceTests.cs**.
You're now ready to complete your objective. In `PerformanceTests.cs` create a new function called `MainScene_MeasureAverageFrames()`. In this function move your character to the wand position and wait until the wand pickup effect is over. During all that time, measure the frames.
## Bonus
* Try to measure the average FPS in LostCrypt. You might need to use `Time.deltaTime` from UnityEngine API and `Measure.Custom` from the Performance Testing package API.
## Hints
* The first handful of frames after loading Scene are usually unstable, let's utilize the `Measure.Frames().Scope()` API to measure them into a separate scope.
* After your test finishes, performance results can be viewed under **Window > Analysis > Performance Test Report** or you can even hook into results using [Callback API](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/extension-get-test-results.html).
## Solution
PerformanceTests.cs
```
using System.Collections;
using Unity.PerformanceTesting;
using UnityEngine;
using UnityEngine.TestTools;
using UnityEngine.SceneManagement;
public class PerformanceTests
{
private Transform _characterTransform;
private float _wandLocation = 21.080f;
[UnityTest, Performance]
public IEnumerator MainScene_MeasureAverageFrames()
{
SceneManager.LoadScene("Assets/Scenes/Main.unity", LoadSceneMode.Single);
using (Measure.Frames().Scope("Frames.MainSceneOnLoad.Unstable"))
{
for (var i = 0; i < 25; i++)
{
yield return null;
}
}
using (Measure.Frames().Scope("Frames.MainSceneGameplay"))
{
yield return GoRight();
while (GetCurrentCharacterPosition() <= _wandLocation)
{
yield return null;
}
StopMoving();
yield return new WaitForSeconds(15);
}
}
private float GetCurrentCharacterPosition()
{
// Get Main character's Transform which is used to manipulate position.
if (_characterTransform == null)
{
_characterTransform = GameObject.Find("Sara Variant").transform;
}
return _characterTransform.position.x;
}
private IEnumerator GoRight()
{
TestInputControl.MoveLeft = false;
yield return null;
TestInputControl.MoveRight = true;
}
private void StopMoving()
{
TestInputControl.MoveRight = false;
TestInputControl.MoveLeft = false;
}
}
```
Bonus Solution
`Measure.Custom("FPS", (int)(1f / Time.deltaTime));`