1. Download the latest TestFairy plugin for Unity.

  2. Unpack the zip on your disk.

  3. Drag TestFairy.cs, iOS and Android into your Project under Assets/Plugins. If you don't have Plugins, you can drag the entire folder onto your project.

    Step 1

  4. Open mainCamera in Inspector by clicking on it, and then click on Add Component. Note: you can add TestFairy script to any game object. TestFairy is a singleton so no harm is done.

    Step 2

  5. Type in the name of the script, for example mainCameraScript, choose CSharp and click on Create and Add.

    Step 3

  6. Edit the newly created CSharp script, and add using TestFairyUnity; to the import section, and a call to TestFairy.begin() with your app token. You can find your app token in Account Settings page.

    Step 4

    Here is the code again, for easy copy-pasting:

    using UnityEngine;
    using System.Collections;
    using TestFairyUnity;
    public class mainCameraScript : MonoBehaviour {
     // Use this for initialization
     void Start () {
  7. At minimum, TestFairy requires the INTERNET and ACCESS_NETWORK_STATE permission for your Android build. You can copy a version of your AndroidManifest.xml from <root>/Temp/StagingArea/AndroidManifest.xml into <root>/Assets/Plugin/Android directory. From here, edit AndroidManifest.xml with the following line

    <uses-permission android:name="android.permission.INTERNET" />
    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
    <uses-permission android:name="android.permission.ACCESS_WIFI_STATE"/>

    Additional features may require extra persmissions given below

    <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
    <uses-permission android:name="android.permission.BATTERY_STATS"/>
    <uses-permission android:name="android.permission.READ_PHONE_STATE"/>
    <uses-permission android:name="android.permission.GET_TASKS"/>
    <uses-permission android:name="android.permission.READ_LOGS"/>
  8. Save, build and run.


Setting Screen Name

TestFairy can capture screenshots during a recorded session. It attempts to autmatically name a screenshot based on different measures. In order to override this you can invoke setScreenName, and set your own name for a captured screen. setScreenName expects a String, so developers are free to label screenshots with any label appropriate. Some developers make use of the level name to set the screenshot. For example

using UnityEngine;
using System.Collections;
using TestFairyUnity;
using UnityEngine.SceneManagement;

public class cameraScript : MonoBehaviour {
    void OnLevelWasLoaded(int level) {

Identifying your users

TestFairy allows the developer to correlate sessions to app specific information such as users, server-sessions or events.
This is useful in cases where sessions are anonymous and or when sessions are related to server activities that are critical to understanding test behaviour.

Furthermore, TestFairy allows identifying the user with traits such as name, email or phone number. These will later be available for the developer to search upon, or review when looking at a specific session recording.

In order to set session level attributes associated with your user, please see the document on Session Attributes.

Identifying a session meaning setting a unique identifier for your user.


Where userId is a string representing an association to your backend. We recommend passing values such as email, phone number, or user id that your app may use. This value may not be nil, and is searchable via API and web search.

Exaple: identify user by email


Session Attributes

TestFairy can collect additional information in your session that can help you generate better insights.

TestFairy.setAttribute("<key>", "value");

The first value is a string key to help you search for the attribute in your session. The second paramter value is any string value for the attribute associated with the session. Neither value can be nil. These attributes are available later in the session recording page, is available via API, and is searchable.



Remote Logging

In order to collect logs from your Unity app's session, there are a couple of options.

  1. Make use of the TestFairy.log method.
  2. For iOS, you can edit your project's pch according to the steps given here. For some apps written in Unity, this may not be possible since your build may overwrite the pch file on each build. One workaround is to use a post-process step which will allow you to append to a created pch file. The post-process snippet can be found below:

public static void OnPostprocessBuild(BuildTarget buildTarget, string path)
  string pchPath = path + "/Classes/Prefix.pch";
  string testfairySnippet =
  "#ifdef __OBJC__\n" +

  "  #import \"TestFairy.h\"\n" +

  "#endif\n" +

  "#define NSLog(s, ...) do { NSLog(s, ##__VA_ARGS__); TFLog(s, ##__VA_ARGS__); } while (0)\n";

  File.AppendAllText(pchPath, testfairySnippet);