# 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));`