How-to
GameDriver supports testing against the Xbox console, as long as the console is in Developer mode and the application is built using the Unified Windows Pla...
Thu, 7 Mar, 2024 at 9:44 PM
When setting up tests that involve touch input (such as with mobile devices), there are some important details to make note of regarding both GameDriver and...
Fri, 21 Apr, 2023 at 4:39 PM
Testing Unity-built projects targeting the iOS platform is a straightforward process, and can easily be added to the build-verification pipeline with a few ...
Tue, 26 Sep, 2023 at 2:24 PM
This article will cover how to combine mobile test execution with running on real devices hosted by the SmartBear BitBar cloud service. For information on h...
Tue, 16 Apr, 2024 at 1:11 PM
Utilizing GameDriver with a SteamVR-based Unity project is much like working with other XR projects, with a few additions. To start, ensure that the St...
Thu, 9 Nov, 2023 at 3:09 PM
When working with an MRTK project, most aspects of testing will work just like any other form of XR testing, with a few additional setup requirements. ...
Thu, 24 Oct, 2024 at 7:36 PM
As with various Unity input systems, GameDriver can be used with a project using the Rewired input system. While sending input via GameDriver calls is simil...
Mon, 19 Aug, 2024 at 4:07 PM
A new HPath function - fn:q() has been added to allow seamless access to UIElements with GameDriver. api.ClickObject(MouseButtons.LEFT, "//*[@name...
Wed, 13 Mar, 2024 at 11:04 AM
Note: For access to GameDriver's support for ECS and DOTS, please contact us at support@gamedriver.io While GameDriver's HierarchyPath reference...
Wed, 13 Mar, 2024 at 9:28 PM
In this example, we're going to move the player character into an enemy character and detect the collision event that occurs. This approach can be used ...
Thu, 16 Mar, 2023 at 9:29 PM