# UnityTest attribute `UnityTest` attribute is the main addition to the standard [NUnit](http://www.nunit.org/) library for the Unity Test Framework. This type of unit test allows you to skip a frame from within a test (so background tasks can finish) or give certain commands to the Unity **Editor**, such as performing a domain reload or entering **Play Mode** from an **Edit Mode** test. In Play Mode, the `UnityTest` attribute runs as a [coroutine](https://docs.unity3d.com/Manual/Coroutines.html). Whereas Edit Mode tests run in the [EditorApplication.update](https://docs.unity3d.com/ScriptReference/EditorApplication-update.html) callback loop. The `UnityTest` attribute is, in fact, an alternative to the `NUnit` [Test attribute](https://github.com/nunit/docs/wiki/Test-Attribute), which allows yielding instructions back to the framework. Once the instruction is complete, the test run continues. If you `yield return null`, you skip a frame. That might be necessary to ensure that some changes do happen on the next iteration of either the `EditorApplication.update` loop or the [game loop](https://docs.unity3d.com/Manual/ExecutionOrder.html). ## Edit Mode example The most simple example of an Edit Mode test could be the one that yields `null` to skip the current frame and then continues to run: ```C# [UnityTest] public IEnumerator EditorUtility_WhenExecuted_ReturnsSuccess() { var utility = RunEditorUtilityInTheBackgroud(); while (utility.isRunning) { yield return null; } Assert.IsTrue(utility.isSuccess); } ``` ## Play Mode example In Play Mode, a test runs as a coroutine attached to a [MonoBehaviour](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html). So all the yield instructions available in coroutines, are also available in your test. From a Play Mode test you can use one of Unity’s [Yield Instructions](https://docs.unity3d.com/ScriptReference/YieldInstruction.html): - [WaitForFixedUpdate](https://docs.unity3d.com/ScriptReference/WaitForFixedUpdate.html): to ensure changes expected within the next cycle of physics calculations. - [WaitForSeconds](https://docs.unity3d.com/ScriptReference/WaitForSeconds.html): if you want to pause your test coroutine for a fixed amount of time. Be careful about creating long-running tests. The simplest example is to yield to `WaitForFixedUpdate`: ```c# [UnityTest] public IEnumerator GameObject_WithRigidBody_WillBeAffectedByPhysics() { var go = new GameObject(); go.AddComponent(); var originalPosition = go.transform.position.y; yield return new WaitForFixedUpdate(); Assert.AreNotEqual(originalPosition, go.transform.position.y); } ```