# 13\. Domain reload ## Learning objectives In this section, you will learn how to invoke and wait for Domain Reloads. ## Intro and motivation When performing actions that affect the scripts in a project, Unity performs a domain reload. Since a domain reload restarts all scripts, then it's necessary to mark any expected domain reload by yielding a [WaitForDomainReload](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-wait-for-domain-reload.html). The command stops any further code execution and then resumes after the domain reload is done. It's also possible to yield a [RecompileScripts](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-recompile-scripts.html) command. This does the same as `WaitForDomainReload` except that it performs an `AssetDatabase.Reload()` call. Both calls can be configured to expect whether a script compilation is expected to succeed. If a domain reload happens while a test is running without yielding one of these commands, then the test will fail with an error about an unexpected domain reload. ## Exercise The [sample](./welcome.md#import-samples) `13_DomainReload_Solution` is set up with a test class called `ScriptAddingTests`. The test has two helper methods already implemented: * `CreateScript` creates a C# script with a class called `MyTempScript`. That has a method called `Verify`. * `VerifyScript` instantiates an instance of `MyTempScript` using reflection and returns the value from the `Verify` method. The expected return value is the string "OK". After running `CreateScript` Unity now has a new C# file in the project and thus needs to recompile. The task is to create a test that calls `CreateScript`, handles the domain reload and then verifies the output from `VerifyScript`. Remember that your script should also clean up after itself, by deleting the file and recompiling the script again. This is recommended to do in a `TearDown` or `UnityTearDown`, which will run even if the test fails. > **Important**: After importing, you should **move the sample test folder** `Tests_13` into the `Assets` folder for this exercise to work. ## Hints * If `RecompileScripts` is unavailable to you due to it being internal, then you need to upgrade the Unity Test Framework package to version 1.1.0 or higher. * If you are on a non-Windows machine you might want to change paths inside **k\_fileName** or use C# [Path.Combine](https://docs.microsoft.com/en-us/dotnet/api/system.io.path.combine?view=net-6.0) for more cross-platform safe code. ## Solution A full solution is available in the sample `13_DomainReload_Solution`. The test can be implemented as follows: ``` internal class ScriptAddingTests {  private const string k_fileName = @"Assets\\Tests\\TempScript.cs";    [UnityTest]  public IEnumerator CreatedScriptIsVerified()  {   CreateScript();   yield return new RecompileScripts();   var verification = VerifyScript();      Assert.That(verification, Is.EqualTo("OK"));  }  [UnityTearDown]  public IEnumerator Teardown()  {   if (!File.Exists(k_fileName))   {    yield break;   }      File.Delete(k_fileName);   yield return new RecompileScripts();  }    private void CreateScript()  {   File.WriteAllText(k_fileName, @"   public class MyTempScript {    public string Verify()    {     return ""OK"";    }    }");  }  private string VerifyScript()  {   Type type = Type.GetType("MyTempScript", true);      object instance = Activator.CreateInstance(type);   var verifyMethod = type.GetMethod("Verify", BindingFlags.Instance | BindingFlags.Public);   var verifyResult = verifyMethod.Invoke(instance, new object[0]);   return verifyResult as string;  } } ``` ## Further reading and resources [Documentation for RecompileScripts.](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-recompile-scripts.html) [Documentation for WaitForDomainReload.](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-wait-for-domain-reload.html)