Comment by gavmor
10 days ago
I am pretty proud of figuring out how to TDD a C# module without booting Unity for a hackathon last month.
Managed to contribute my bit from an underpowered netbook.
I had never written a line of C# before, but I'll be damned if I'm going to concede TDD from the CLI. I knew it could be done, and I made it work. Everybody thought I was crazy, though, and none of the sponsors' DevRel were any help.
And, of course, the biggest point of friction for us, that weekend, was our beefiest machine still had to boot and reboot the damned Unity IDE for a thousand years! Incredible the fetters some folks tolerate.
I'm not very familiar with Unity and it's limitations / difficulty of this task. What challenges did you encounter and how did you solve this problem?
Mostly its Unity's magical module loading and namespace collisions that obstructed my straight-forward approach. Apparently all files in relevant directory are interpreted on boot, with implicit dependencies made available--a collision with Unity's own Vector3, eg tripped me up when it shouldn't have been, IMO, available without explicit import.