title: Unity3D Integrating TestRunner/NUnit into build scripts
body: <p>I’m currently exploring the possibilities of integrating TestRunner/NUnit into our own build scripts.</p>
  
  <p>The current implementation of "TestRunner" in Unity gives you the option to "run in player", which lets you build and run on a connected device. This is all good, except we have a lot of processing going on in our build steps.</p>
  
  <p>And I can’t really see how to integrate that into the functionality provided by “run in player”?</p>
  
  <p>I need to get access to running the tests and getting the results without using the Unity button in TestRunner.</p>
  
  <p>All the scripts used by TestRunner are "internal" which means I can't add the components in runtime myself.</p>
  
  <p>I don’t understand why the “PlayModeTestsController” is marked as internal, it is basically all you need to get to the test results? Also I can’t seem to figure out how the test run is initialized?</p>
  
  <p>My experiences are from the TestRunner integrated in Unity 5.6, but from the documentation I can't see that it has changed to Unity 2017?</p>
  
  <p>Any advice would be appreciated.</p>
  
  <p>Thanks in advance.</p>
  
  <p>Disclosure: I posted this on the Unity forums as well, but have had no feedback. Link: <a href="https://forum.unity.com/threads/integrating-testrunner-into-build-scripts.500920/" rel="nofollow noreferrer">https://forum.unity.com/threads/integrating-testrunner-into-build-scripts.500920/</a></p>