Any automated testing options for the quest?

Godot Version

4.4.1

Question

I’m a month or so in coding my game, a first person zombie survival story-based game for the quest. I’ve been coding for 25 years (IoT engineer), but am relatively new to game dev (my first POC was to test the game engines out there and landed on Godot and haven’t regretted it so far). I have a lot of structure done already, chunk loading, threading, gamestate, dialoguemanager, game menu, load/save, start new game, plotmanager, inputmanager with dynamic editable keys, etc. I have a production schedule and am planning to launch in early december, but what scares me is if a bug is found after launch. The bug doesn’t scare me, but fixing the bug does, that it may cause regression. I’ve started on some unit tests for pure logic, but what are my options for testing things which require the headset to launch? I’m using xrtools and I can’t really test that without launching the game on the quest right? Or is there some selenium-type-quest magic which I don’t know about?

What are y’all doing when it comes to regression testing?

Thanks!

You can launch the game with a simulated headset, this plugin named “XR Input Simulator” on the AssetLib works fine.

There isn’t a lot of automated testing in games sadly, you’d have to implement a “demo” system to read input from an alternate source and use fixed seeds, that can be very difficult when late into a project and especially with VR. Then your demo/test files must be updated with nearly every change, any slight variation to movement or physics will fail those tests. You’re doing good focusing tests on pure logic functions.

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Wow, thanks, that’s pretty friggin cool. I’ll check it out. I didn’t know it was out there.