Timeline for How can I record and replay axis input accurately for testing?
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
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| May 15, 2021 at 4:03 | comment | added | Robert French | Since you're asking from a testing perspective, you could use something like - Unium - assetstore.unity.com/packages/tools/integration/… with this included, its just a short step to integrate selenium (selenium.dev). | |
| May 14, 2021 at 19:46 | comment | added | Kevin | Can you read the input during FixedUpdate() instead of during Update()? | |
| May 14, 2021 at 3:47 | comment | added | Lauchon | Cool link, but i did say it was for testing. You cant test with a state replay system | |
| May 14, 2021 at 3:07 | comment | added | ShoulO | nice link Almo! In company where I was working , we were brainstorming best plan for replay (just one part of game needed to be replayed if user wish to see how he won/lost,- part where fighter units come and destroy buildings and enemies - sort of mini starcraft style). At the end we thought best for us to record most important things - like kills, deaths, start of path, etc and to 'fake' others - like we knew path units will take will differ slightly at each replay but we thought it will be good enough for our purposes... | |
| May 14, 2021 at 2:10 | comment | added | Almo♦ | raywenderlich.com/7728186-creating-a-replay-system-in-unity | |
| May 14, 2021 at 2:06 | history | edited | Pikalek | CC BY-SA 4.0 | fixed typos, added code markdown, added testing tag |
| May 13, 2021 at 23:26 | review | First posts | |||
| May 14, 2021 at 2:08 | |||||
| May 13, 2021 at 23:17 | history | asked | Lauchon | CC BY-SA 4.0 |