Dialogue System for Unity & Batchmode
Posted: Tue Aug 30, 2022 1:52 pm
Hi Tony,
I've noticed that there are a lot of calls to WaitForEndOfFrame in the Dialogue System for Unity source files. Since this isn't supported in batch mode https://docs.unity3d.com/Manual/CLIBatc ... tines.html (actually it causes the coroutines using it to never finish) and it breaks the ability to run play mode tests that includes interaction with the dialogue system. I am curious if you consider replacing those calls with any equivalent or similar call (like yield return null)?
I would like to make some sort of automated QA with recorded or generated user input but it wouldn't be possible because of the WaitForEndOfFrame calls present.
What comes to my mind is to wrap WaitForEndOfFrame in some custom function that will return yield return null if application is in batchmode or WaitForEndOfFrame otherwise. What do you think?
Thanks in advance!
I've noticed that there are a lot of calls to WaitForEndOfFrame in the Dialogue System for Unity source files. Since this isn't supported in batch mode https://docs.unity3d.com/Manual/CLIBatc ... tines.html (actually it causes the coroutines using it to never finish) and it breaks the ability to run play mode tests that includes interaction with the dialogue system. I am curious if you consider replacing those calls with any equivalent or similar call (like yield return null)?
I would like to make some sort of automated QA with recorded or generated user input but it wouldn't be possible because of the WaitForEndOfFrame calls present.
What comes to my mind is to wrap WaitForEndOfFrame in some custom function that will return yield return null if application is in batchmode or WaitForEndOfFrame otherwise. What do you think?
Thanks in advance!