public void MouseInputUPRotatesCameraUp_Test(float value) { // settup Vector3 before = CameraTransform.rotation.eulerAngles; // perform Controller.Rotate(0f, value, 1f); // get Vector3 after = CameraTransform.rotation.eulerAngles; // Move to test range. // Since the Unity rotation is presented from 0 to 360 degrees. // Which means a rotation is always greater than 0, or 0. float afterX = after.x - 360f; // assert Assert.Less(afterX, before.x); }