Hmmm did I do something wrong? I get 2 errors before I am even able to put the prefabs into the scene:
Assets/Automated Adventure Test System/Scripts/RandomClicker.cs(33,22): error CS0117: `UnityEngine.SceneManagement.SceneManager' does not contain a definition for `activeSceneChanged'
Assets/Automated Adventure Test System/Scripts/RandomClicker.cs(38,22): error CS0117: `UnityEngine.SceneManagement.SceneManager' does not contain a definition for `activeSceneChanged'
Had my game running with this overnight, and while it did manage to find an unexpected way into a part of a scene it wasn't supposed to have access to, this monkey-with-a-typewriter approach is still very slow when it comes to solving puzzles.
I think I'll extend it with a system for recording and playing back sections of actual human gameplay to handle some of the more complex sections where it tends to get stuck, but without giving it (too much) access to AC's internal data.
My current Version is 5.3.4f1 (in this one I have the compiler error mentioned above, and I can't place the prefabs into the scene)
If I use it at home with the up to date Unity, the clicker works like a charm (it really is kinda Zen to watch it). However the direct movement doesn't affect the player for some reason.
Currently working on scripts to test that specific interactions exist for hotspots - if anyone has ideas for extra automated scene testing, please let me know, and I'll try to integrate it.
Comments
I get 2 errors before I am even able to put the prefabs into the scene:
I haven't updated Unity since i started the project, since I don't have admin rights on this PC.
Don't look into it too far on my account though, since I'm prolly updating unity in the comming days/weeks!
However the direct movement doesn't affect the player for some reason.
I gonna check again tonight. I might have done something wrong