Open the target StrayFog Unity project. The bridge starts automatically after scripts compile; use `unity_health` to confirm that the returned project path matches the current task.
Manual controls are available from the bridge panel:
```text
Tools/Codex Unity MCP/Bridge Panel
```
The panel shows the current connection status, endpoint, listener thread state, pending command count, total request count, recent command, and cached log count. It also includes buttons to start, stop, restart, copy the endpoint, and print status to the Unity Console.
- Start every automation run with `unity_health` and verify that the returned project path is the intended Unity project.
-`unity_refresh_assets` can trigger compilation and a domain reload. The bridge may be temporarily unavailable; reconnect with `unity_health` before continuing.
- A `unity_execute_menu_item` timeout means the result is unknown, not that the menu failed. Do not retry immediately; reconnect and inspect Unity Console logs or `Editor.log` first.
- Bridge log caching starts again after a domain reload. Use `Editor.log` when evidence from the previous bridge lifetime is required.
- A successful command proves Editor-side execution only. Prefab structure, animation sampling, Game View, Play Mode, build and device behavior require separate validation.
The canonical Chinese workflow and troubleshooting rules are maintained in [Codex 与 Unity MCP 使用规则](../../modules/frameworks/编辑器工具/MCP工具/Codex_Unity_MCP使用规则.md).
Register this server in the workspace `.codex/config.toml` and restart Codex after dependency installation so the MCP server is discovered. The configured server name is workspace-owned and does not affect the MCP tool names below.