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CHANGE: reenable UI tests on IOS (#1627)
* CHANGE: reenable UI tests on IOS * remove tvos from trackedDevice test path * Add Changelog entry
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Assets/Tests/InputSystem/Plugins/UITests.cs

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@@ -266,9 +266,6 @@ public void UI_InputModuleHasDefaultActions()
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// of to the previous click).
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[UnityTest]
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[Category("UI")]
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#if UNITY_IOS || UNITY_TVOS
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[Ignore("Failing on iOS https://jira.unity3d.com/browse/ISX-448")]
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#endif
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// All pointer input goes through a single code path. Goes for Pointer-derived devices as well as for TrackedDevice input but
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// also any other input that can deliver point and click functionality.
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//
@@ -1182,9 +1179,6 @@ public IEnumerator UI_CanReceivePointerExitsWhenChangingUIStateWithoutMovingPoin
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[TestCase(UIPointerBehavior.SingleUnifiedPointer, ExpectedResult = -1)]
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[TestCase(UIPointerBehavior.AllPointersAsIs, ExpectedResult = -1)]
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[TestCase(UIPointerBehavior.SingleMouseOrPenButMultiTouchAndTrack, ExpectedResult = -1)]
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#if UNITY_IOS || UNITY_TVOS
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[Ignore("Failing on iOS https://jira.unity3d.com/browse/ISX-448")]
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#endif
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public IEnumerator UI_CanDriveUIFromMultiplePointers(UIPointerBehavior pointerBehavior)
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{
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InputSystem.RegisterLayout(kTrackedDeviceWithButton);
@@ -1283,7 +1277,7 @@ public IEnumerator UI_CanDriveUIFromMultiplePointers(UIPointerBehavior pointerBe
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// the tracked device tests below don't seem to work on Android when run on the build farm. The pointer
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// positions fail the IsWithinRect checks. They work fine locally. Possibly something to do with tracked
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// devices on Shield? The build farm seems to always run them on Shield devices.
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#if !UNITY_ANDROID
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#if !UNITY_ANDROID && !UNITY_TVOS
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// Put tracked device #1 over left object and tracked device #2 over right object.
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// Need two updates as otherwise we'd end up with just another pointer of the right object
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// which would not result in an event.
@@ -1757,9 +1751,6 @@ public IEnumerator UI_CanUseTouchSimulationWithUI()
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}
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}
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#if UNITY_IOS || UNITY_TVOS
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[Ignore("Failing on iOS https://jira.unity3d.com/browse/ISX-448")]
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#endif
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[UnityTest]
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[Category("UI")]
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public IEnumerator UI_CanDriveUIFromMultipleTrackedDevices()
@@ -2219,9 +2210,6 @@ public IEnumerator UI_CallingIsPointerOverGameObject_FromActionCallback_ResultsI
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yield return null;
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}
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#if UNITY_IOS || UNITY_TVOS
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[Ignore("Failing on iOS https://jira.unity3d.com/browse/ISX-448")]
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#endif
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[UnityTest]
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[Category("UI")]
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public IEnumerator UI_CanGetRaycastResultMatchingEvent()
@@ -2282,9 +2270,6 @@ public IEnumerator UI_CanGetRaycastResultMatchingEvent()
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Assert.That(raycastResult.isValid, Is.False);
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}
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#if UNITY_IOS || UNITY_TVOS
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[Ignore("Failing on iOS https://jira.unity3d.com/browse/ISX-448")]
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#endif
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[UnityTest]
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[Category("UI")]
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public IEnumerator UI_XRTrackingOriginTransformModifiesTrackedPointers()

Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -18,6 +18,7 @@ however, it has to be formatted properly to pass verification tests.
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- Action Map and Action Tree views of the UI Toolkit based Input Action Editor now prevents deselection in both views when Escape key is pressed.
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- Input Action Asset editors Auto-save feature has been modified to trigger on focus-lost when activated instead of triggering on every modification to the asset in order to reduce impact of processing required to handle modified assets.
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- Project-wide input actions template extension changed from .inputactions to .json. This avoids showing template actions in the action's selector UI that are not intended to be used.
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- Re-enabled some UI tests that were disabled on iOS.
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### Added
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- Support for [Game rotation vector](https://developer.android.com/reference/android/hardware/Sensor#TYPE_GAME_ROTATION_VECTOR) sensor on Android

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