public void ReadData_NoCollisions_CanSave() { var stream = new MemoryStream(); _trigger.WriteData(stream); var readStream = new MemoryStream(stream.ToArray()); _trigger.ReadData(readStream); var messageSpy = new UnityTestMessageHandleResponseObject <SaveGameTriggerActivatedMessage>(); var handle = UnityMessageEventFunctions.RegisterActionWithDispatcher <SaveGameTriggerActivatedMessage>(_character.gameObject, messageSpy.OnResponse); _trigger.TestCollide(_character.gameObject); Assert.IsTrue(messageSpy.ActionCalled); UnityMessageEventFunctions.UnregisterActionWithDispatcher(_character.gameObject, handle); }