GameplayTestEvent: {
    cause?: "harness" | "controlsProbe" | "game" | "networkSync" | "external" | "unknown";
    causeDetail?: string;
    count?: integer;
    event: "spawned" | "removed" | "stuck" | "sceneChanged" | "sceneReset";
    frame: integer;
    object?: string;
    sceneName?: string;
}

Type declaration

  • Optional cause?: "harness" | "controlsProbe" | "game" | "networkSync" | "external" | "unknown"

    Who changed the scene: the test itself (harness - a goToScene, or controlsProbe for the scene restarts that resetSceneAndProbeControls performs itself - expected, not a malfunction), the game's own logic (game - a scene change/restart action), multiplayer state (networkSync), or something outside of the game (external - a symptom of interference with the test).

  • Optional causeDetail?: string

    For an external cause: where the change came from (call stack).

  • Optional count?: integer
  • event: "spawned" | "removed" | "stuck" | "sceneChanged" | "sceneReset"

    sceneReset is recorded when the running scene was replaced by a NEW instance of the same scene: objects are back to their initial state. Legitimate when the game restarts the level; a symptom of external interference otherwise.

  • frame: integer
  • Optional object?: string
  • Optional sceneName?: string