[docs][feat]: 完善 Unity MCP 使用与排错流程

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2026-08-27 16:48:43 +08:00
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commit f2c1d8792b
3 changed files with 113 additions and 14 deletions

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@@ -39,6 +39,16 @@ If `pnpm` is not on `PATH`, locate the configured Codex bundled runtime for the
- `unity_generate_ui_prefab`
- `unity_export_prefab_to_json`
## Operational Notes
- 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).
## Environment
Optional: