# Running tests from the command line It’s pretty simple to run a test project from the command line. Here is an example in Windows: ```bash Unity.exe -runTests -batchmode -projectPath PATH_TO_YOUR_PROJECT -testResults C:\temp\results.xml -testPlatform PS4 ``` For more information, see [Command line arguments](https://docs.unity3d.com/Manual/CommandLineArguments.html). ## Commands ### batchmode Runs Unity in batch mode and ensures no pop-up windows appear to eliminate the need for any human intervention. ### forgetProjectPath Don't save your current **Project** into the Unity launcher/hub history. ### runTests Runs tests in the Project. ### testCategory A semicolon-separated list of test categories to include in the run. A semi-colon separated list should be formatted as a string enclosed in quotation marks, e.g. `testCategory="firstCategory;secondCategory"`. If using both `testFilter` and `testCategory`, then only tests that match both are run. This argument supports negation using '!'. If using '!MyCategory' then no tests with the 'MyCategory' category will be included in the run. ### testFilter A semicolon-separated list of test names to run, or a regular expression pattern to match tests by their full name. A semi-colon separated list should be formatted as a string enclosed in quotation marks, e.g. `testFilter="Low;Medium"`. This argument supports negation using '!'. If using the test filter '!MyNamespace.Something.MyTest', then all tests except that test will be run. ### testPlatform The platform you want to run tests on. Available platforms are **EditMode** and **PlayMode**. > **Note**: If unspecified, tests run in Edit Mode by default. Platform/Type convention is from the [BuildTarget](https://docs.unity3d.com/ScriptReference/BuildTarget.html) enum. Supported platforms are: * StandaloneWindows * StandaloneWindows64 * StandaloneLinux64 * StandaloneOSX * iOS * Android * PS4 * XboxOne ### assemblyNames A semicolon-separated list of test assemblies to include in the run. A semi-colon separated list should be formatted as a string enclosed in quotation marks, e.g. `assemblyNames="firstAssembly;secondAssembly"`. ### testResults The path where Unity should save the result file. By default, Unity saves it in the Project’s root folder. ### playerHeartbeatTimeout The time, in seconds, the editor should wait for heartbeats after starting a test run on a player. This defaults to 10 minutes. ### runSynchronously If included, the test run will run tests synchronously, guaranteeing that all tests runs in one editor update call. Note that this is only supported for EditMode tests, and that tests which take multiple frames (i.e. `[UnityTest]` tests, or tests with `[UnitySetUp]` or `[UnityTearDown]` scaffolding) will be filtered out. ### testSettingsFile Path to a *TestSettings.json* file that allows you to set up extra options for your test run. An example of the *TestSettings.json* file could look like this: ```json { "scriptingBackend":2, "Architecture":null, "apiProfile":0 } ``` #### apiProfile The .Net compatibility level. Set to one of the following values: - 1 - .Net 2.0 - 2 - .Net 2.0 Subset - 3 - .Net 4.6 - 5 - .Net micro profile (used by Mono scripting backend if **Stripping Level** is set to **Use micro mscorlib**) - 6 - .Net Standard 2.0 #### appleEnableAutomaticSigning Sets option for automatic signing of Apple devices. #### appleDeveloperTeamID Sets the team ID for the apple developer account. #### architecture Target architecture for Android. Set to one of the following values: * None = 0 * ARMv7 = 1 * ARM64 = 2 * X86 = 4 * All = 4294967295 #### iOSManualProvisioningProfileType Set to one of the following values: * 0 - Automatic * 1 - Development * 2 - Distribution iOSManualProvisioningProfileID #### scriptingBackend Set to one of the following values: - Mono2x = 0 - IL2CPP = 1 - WinRT DotNET = 2