forked from BilalY/Rasagar
55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
using UnityEngine;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using System.Collections;
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using UnityEngine.UI;
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[TestFixture]
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[Category("RegressionTest")]
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[Description("CoveredBugID = 734299")]
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public class CanvasScalerWithChildTextObjectDoesNotCrash
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{
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GameObject m_CanvasObject;
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[SetUp]
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public void TestSetup()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.ExecuteMenuItem("Window/General/Game");
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#endif
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}
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[UnityTest]
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public IEnumerator CanvasScalerWithChildTextObjectWithTextFontDoesNotCrash()
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{
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//This adds a Canvas component as well
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m_CanvasObject = new GameObject("Canvas");
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var canvasScaler = m_CanvasObject.AddComponent<CanvasScaler>();
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m_CanvasObject.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceCamera;
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//the crash only reproduces if the text component is a child of the game object
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//that has the CanvasScaler component and if it has an actual font and text set
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var textObject = new GameObject("Text").AddComponent<UnityEngine.UI.Text>();
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textObject.font = Font.CreateDynamicFontFromOSFont("Arial", 14);
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textObject.text = "New Text";
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textObject.transform.SetParent(m_CanvasObject.transform);
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canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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canvasScaler.referenceResolution = new Vector2(1080, 1020);
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//The crash happens when setting the referenceResolution to a small value
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canvasScaler.referenceResolution = new Vector2(9, 9);
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//We need to wait a few milliseconds for the crash to happen, otherwise Debug.Log will
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//get executed and the test will pass
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yield return new WaitForSeconds(0.1f);
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Assert.That(true);
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}
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[TearDown]
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public void TearDown()
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{
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GameObject.DestroyImmediate(m_CanvasObject);
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}
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}
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