Optional freezeOptional loadingWall-clock bound on each loading wait (game boot, scene assets),
which is excluded from timeoutMs. Default: 300000.
Optional maxMaximum number of frames stepped. Default: 20000.
Optional maxMaximum number of screenshots kept. Default: 5.
The body of async (harness) => { ... }.
Optional speedPace 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 stateReadable state to evaluate on object/behavior snapshots.
Optional timeoutWall-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.
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.