GameplayTestRunPayload: {
    freezeWhenFinished?: boolean;
    loadingTimeoutMs?: number;
    maxFrames?: number;
    maxScreenshots?: number;
    source: string;
    speedFactor?: number;
    stateInspectors?: GameplayTestStateInspectors;
    testName: string;
    timeoutMs?: number;
}

Type declaration

  • Optional freezeWhenFinished?: boolean

    When true, the game is left paused and muted when the test finishes, instead of resuming. Used when the game only exists to run tests (the editor gameplay test frame), so the last frame stays visible.

  • Optional loadingTimeoutMs?: number

    Wall-clock bound on each loading wait (game boot, scene assets), which is excluded from timeoutMs. Default: 300000.

  • Optional maxFrames?: number

    Maximum number of frames stepped. Default: 20000.

  • Optional maxScreenshots?: number

    Maximum number of screenshots kept. Default: 5.

  • source: string

    The body of async (harness) => { ... }.

  • Optional speedFactor?: number

    Pace the run for a human watching it: game seconds simulated per real second (1 = normal speed, 4 = 4x...). Omitted: run as fast as possible.

  • Optional stateInspectors?: GameplayTestStateInspectors

    Readable state to evaluate on object/behavior snapshots.

  • testName: string
  • Optional timeoutMs?: number

    Wall-clock timeout for the RUNNING part of the test: the time spent waiting for the game to boot or for scene assets to load is excluded (bounded separately by loadingTimeoutMs). Default: 30000.