public void OneTimeSetUp()
        {
            // Since this system is a global. We need to shutdown global state
            GlobalInitialization.ShutdownGlobalState();

            // Create folder for test scenes
            Directory.CreateDirectory("Assets/TestScenes");
            m_OldScenes = EditorBuildSettings.scenes;
            Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);

            for (int i = 0; i < kTestSceneCount; i++)
            {
                EditorSceneManager.SaveScene(scene, GetTestScenePath(i), true);
            }

            AssetDatabase.Refresh();

            m_TestGUIDs = new GUID[kTestSceneCount];
            for (int i = 0; i < kTestSceneCount; i++)
            {
                m_TestGUIDs[i] = new GUID(AssetDatabase.AssetPathToGUID(GetTestScenePath(i)));
            }
        }
 public void OneTimeTearDown()
 {
     EditorBuildSettings.scenes = m_OldScenes;
     Directory.Delete(kTestScenePath, true);
     GlobalInitialization.InitializeGlobalState();
 }