Smoke Testing Guide
Overview
Smoke testing (Build Verification Testing) validates that a build's critical functionality works before investing time in detailed testing. A failed smoke test means "stop, this build is broken."
Purpose
| Goal |
Description |
| Fast feedback |
Know within minutes if build is viable |
| Block bad builds |
Prevent broken builds from reaching QA/players |
| Critical path focus |
Test only what matters most |
| CI/CD integration |
Automated gate before deployment |
Smoke Test Principles
What Makes a Good Smoke Test
- Fast: Complete in 5-15 minutes
- Critical: Tests only essential functionality
- Deterministic: Same result every run
- Automated: No human intervention required
- Clear: Pass/fail with actionable feedback
What to Include
| Category |
Examples |
| Boot sequence |
Game launches without crash |
| Core loop |
Player can perform main action |
| Save/Load |
Data persists correctly |
| Critical UI |
Menus are navigable |
| Platform services |
Connects to required services |
What NOT to Include
- Edge cases and boundary conditions
- Performance benchmarks (separate tests)
- Full feature coverage
- Content verification
- Balance testing
Smoke Test Scenarios
Boot and Load
TEST: Game Launches
WHEN game executable is started
THEN main menu appears within 60 seconds
AND no crashes occur
AND required services connect
TEST: New Game Start
GIVEN game at main menu
WHEN "New Game" is selected
THEN gameplay loads within 30 seconds
AND player can control character
TEST: Continue Game
GIVEN existing save file
WHEN "Continue" is selected
THEN correct save loads
AND game state matches saved state
Core Gameplay
TEST: Player Movement
GIVEN player in game world
WHEN movement input applied
THEN player moves in expected direction
AND no physics glitches occur
TEST: Core Action (Game-Specific)
GIVEN player can perform primary action
WHEN action is triggered
THEN action executes correctly
AND expected results occur
Examples:
- Shooter: Can fire weapon, bullets hit targets
- RPG: Can attack enemy, damage is applied
- Puzzle: Can interact with puzzle elements
- Platformer: Can jump, platforms are solid
Save System
TEST: Save Creates File
GIVEN player makes progress
WHEN save is triggered
THEN save file is created
AND save completes without error
TEST: Load Restores State
GIVEN valid save file exists
WHEN load is triggered
THEN saved state is restored
AND gameplay can continue
Critical UI
TEST: Menu Navigation
GIVEN main menu is displayed
WHEN each menu option is selected
THEN correct screen/action occurs
AND navigation back works
TEST: Settings Persist
GIVEN settings are changed
WHEN game is restarted
THEN settings remain changed
Automated Smoke Test Examples
Unity
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.TestTools;
using UnityEngine.SceneManagement;
[TestFixture]
public class SmokeTests
{
[UnityTest, Timeout(60000)]
public IEnumerator Game_Launches_ToMainMenu()
{
// Load main menu scene
SceneManager.LoadScene("MainMenu");
yield return new WaitForSeconds(5f);
// Verify menu is active
var mainMenu = GameObject.Find("MainMenuCanvas");
Assert.IsNotNull(mainMenu, "Main menu should be present");
Assert.IsTrue(mainMenu.activeInHierarchy, "Main menu should be active");
}
[UnityTest, Timeout(120000)]
public IEnumerator NewGame_LoadsGameplay()
{
// Start from main menu
SceneManager.LoadScene("MainMenu");
yield return new WaitForSeconds(2f);
// Click new game
var newGameButton = GameObject.Find("NewGameButton")
.GetComponent<Button>();
newGameButton.onClick.Invoke();
yield return new WaitForSeconds(10f);
// Verify gameplay scene loaded
Assert.AreEqual("GameplayScene", SceneManager.GetActiveScene().name);
// Verify player exists and can be controlled
var player = GameObject.FindWithTag("Player");
Assert.IsNotNull(player, "Player should exist");
}
[UnityTest, Timeout(30000)]
public IEnumerator Player_CanMove()
{
// Load gameplay
SceneManager.LoadScene("GameplayScene");
yield return new WaitForSeconds(3f);
var player = GameObject.FindWithTag("Player");
var startPos = player.transform.position;
// Simulate movement input
var controller = player.GetComponent<PlayerController>();
controller.SetMoveInput(Vector2.right);
yield return new WaitForSeconds(1f);
// Verify movement occurred
Assert.Greater(player.transform.position.x, startPos.x,
"Player should have moved");
}
[UnityTest, Timeout(30000)]
public IEnumerator SaveLoad_RoundTrip_Works()
{
// Setup test state
SceneManager.LoadScene("GameplayScene");
yield return new WaitForSeconds(2f);
var player = GameObject.FindWithTag("Player");
player.transform.position = new Vector3(100, 0, 100);
// Save
SaveManager.Save("smoke_test");
yield return null;
// Reset position
player.transform.position = Vector3.zero;
// Load
SaveManager.Load("smoke_test");
yield return null;
// Verify
Assert.AreEqual(100f, player.transform.position.x, 1f);
}
}
Unreal
// SmokeTests.cpp
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
FGameLaunchTest,
"Smoke.Launch.MainMenu",
EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::SmokeFilter
)
bool FGameLaunchTest::RunTest(const FString& Parameters)
{
// Verify main menu widget exists
UWorld* World = GEngine->GetWorldContexts()[0].World();
APlayerController* PC = World->GetFirstPlayerController();
TestNotNull("Player controller exists", PC);
// Check main menu is visible
AMyHUD* HUD = Cast<AMyHUD>(PC->GetHUD());
TestTrue("Main menu is visible", HUD->IsMainMenuVisible());
return true;
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
FPlayerMovementTest,
"Smoke.Gameplay.Movement",
EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::SmokeFilter
)
bool FPlayerMovementTest::RunTest(const FString& Parameters)
{
APawn* Player = GetTestPlayer();
FVector StartPos = Player->GetActorLocation();
// Apply movement
APlayerController* PC = Cast<APlayerController>(Player->GetController());
PC->AddMovementInput(FVector::ForwardVector, 1.0f);
// Wait for physics
ADD_LATENT_AUTOMATION_COMMAND(FWaitForSeconds(0.5f));
// Note: FVerifyPlayerMoved is a custom latent command - implement to verify player position changed
ADD_LATENT_AUTOMATION_COMMAND(FVerifyPlayerMoved(StartPos));
return true;
}
Godot
# test_smoke.gd
extends GutTest
func test_game_launches():
# Switch to main menu
get_tree().change_scene_to_file("res://scenes/main_menu.tscn")
await get_tree().process_frame
await get_tree().create_timer(2.0).timeout
# Verify main menu loaded
var menu = get_tree().current_scene
assert_not_null(menu, "Main menu should load")
assert_eq(menu.name, "MainMenu", "Should be main menu scene")
func test_new_game_starts():
get_tree().change_scene_to_file("res://scenes/main_menu.tscn")
await get_tree().process_frame
# Find and click new game button
var button = get_tree().current_scene.get_node("NewGameButton")
button.pressed.emit()
await get_tree().create_timer(5.0).timeout
# Verify gameplay loaded
var scene = get_tree().current_scene
assert_eq(scene.name, "GameWorld", "Should load gameplay scene")
var player = scene.get_node("Player")
assert_not_null(player, "Player should exist")
func test_player_can_move():
get_tree().change_scene_to_file("res://scenes/game_world.tscn")
await get_tree().create_timer(1.0).timeout
var player = get_tree().current_scene.get_node("Player")
var start_pos = player.position
# Simulate input
Input.action_press("move_right")
await get_tree().create_timer(0.5).timeout
Input.action_release("move_right")
assert_gt(player.position.x, start_pos.x, "Player should have moved right")
func test_save_load_works():
get_tree().change_scene_to_file("res://scenes/game_world.tscn")
await get_tree().create_timer(1.0).timeout
var player = get_tree().current_scene.get_node("Player")
player.position = Vector2(500, 300)
# Save
SaveManager.save_game("smoke_test")
await get_tree().process_frame
# Reset
player.position = Vector2.ZERO
# Load
SaveManager.load_game("smoke_test")
await get_tree().process_frame
assert_almost_eq(player.position.x, 500.0, 1.0, "Position should restore")
CI/CD Integration
GitHub Actions Example
name: Smoke Tests
on: [push, pull_request]
jobs:
smoke-test:
runs-on: ubuntu-latest
timeout-minutes: 20
steps:
- uses: actions/checkout@v4
- name: Build Game
run: ./build.sh --configuration Release
- name: Run Smoke Tests
run: |
./game --headless --run-tests=Smoke --test-timeout=600
- name: Upload Results
if: always()
uses: actions/upload-artifact@v4
with:
name: smoke-test-results
path: test-results/
Test Execution Order
- Build verification - Binary exists and is valid
- Launch test - Game starts without crash
- Menu navigation - Can navigate to gameplay
- Core loop - Primary mechanic works
- Save/Load - Persistence functions
- Cleanup - No resource leaks
Smoke Test Metrics
| Metric |
Target |
Action if Failed |
| Pass rate |
100% |
Block deployment |
| Execution time |
< 15 min |
Optimize tests |
| Flakiness |
0% |
Fix or remove test |
Best Practices
DO
- Run smoke tests on every build
- Keep tests fast and focused
- Fail loudly and clearly
- Test on target platform, not just dev environment
- Include platform service connectivity
- Run before any manual QA begins
DON'T
- Include slow or flaky tests
- Test edge cases or rare scenarios
- Allow smoke test failures to ship
- Skip smoke tests for "small" changes
- Make smoke tests depend on external services
- Let smoke suite grow beyond 15 minutes