Version: 5.4 beta (switch to 5.3)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Assert.AreNotApproximatelyEqual

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function AreNotApproximatelyEqual(expected: float, actual: float): void;
public static void AreNotApproximatelyEqual(float expected, float actual);
public static function AreNotApproximatelyEqual(expected: float, actual: float, message: string): void;
public static void AreNotApproximatelyEqual(float expected, float actual, string message);
public static function AreNotApproximatelyEqual(expected: float, actual: float, tolerance: float): void;
public static void AreNotApproximatelyEqual(float expected, float actual, float tolerance);
public static function AreNotApproximatelyEqual(expected: float, actual: float, tolerance: float, message: string): void;
public static void AreNotApproximatelyEqual(float expected, float actual, float tolerance, string message);

Parameters

tolerance Tolerance of approximation.

Description

Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.

#pragma strict
public class AssertionExampleClass extends MonoBehaviour {
	var rigidbody: Rigidbody;
	function Update() {
		//Unless specified, default error tolerance will be used.
		Assert.AreNotApproximatelyEqual(0.0f, rigidbody.velocity.magnitude);
	}
}
public class AssertionExampleClass : MonoBehaviour {
        Rigidbody rigidbody;
        void Update () {
                //Make sure the rigidbody never stops.
                //AreNotApproximatelyEqual should be used for comparing floating point variables.
                //Unless specified, default error tolerance will be used.
                Assert.AreNotApproximatelyEqual(0.0f, rigidbody.velocity.magnitude);
        }
}