I have fields that are set in the inspector.
The length of this array is then printed to the console when the game plays as expected
public void Start() {
Debug.Log(bootstrapData.Length);
}
public void printData()
{
Debug.Log(bootstrapData.Length);
}
But when I run a test calling the printData in play mode the bootstrapData is null as they are not set from the inspector I am assuming.
[UnityTest]
public IEnumerator test()
{
GameObject go = new GameObject();
SpriteBootstrap spriteBootstrap = go.AddComponent<SpriteBootstrap>();
spriteBootstrap.printData(); // null pointer here, data not set
//... other irrelevant code
}
Is this normal behaviuor and can I get around this without manualy setting the data in the test.
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