using NUnit.Framework; using UnityEngine; namespace Unity.Netcode.RuntimeTests { internal class NetworkManagerCustomMessageManagerTests { [Test] public void CustomMessageManagerAssigned() { var gameObject = new GameObject(nameof(CustomMessageManagerAssigned)); var networkManager = gameObject.AddComponent(); var transport = gameObject.AddComponent(); networkManager.NetworkConfig = new NetworkConfig { // Set dummy transport that does nothing NetworkTransport = transport }; CustomMessagingManager preManager = networkManager.CustomMessagingManager; // Start server to cause initialization networkManager.StartServer(); Debug.Assert(preManager == null); Debug.Assert(networkManager.CustomMessagingManager != null); networkManager.Shutdown(); Object.DestroyImmediate(gameObject); } } }