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et-unitybridge

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UnityBridge workflow for AI operations in Unity Editor. Use when checking UnityBridge connectivity, Unity compile or PlayMode state, running deferred UnityBridge commands, operating assets/scenes/GameObjects/Inspector/Prefabs/GameView/screenshots, running Editor tests, or troubleshooting UnityBridge responses.

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et-unitybridge - UnityBridge / AI 操作 Unity 入口

何时使用

  • 查询 UnityBridge 宿主是否在线、Unity 是否正在编译、PlayMode 状态、CodeMode、Unity 版本。
  • 让 AI 操作 Unity Editor:资源、场景、选择集、GameObject、Transform、Inspector、Prefab、菜单、截图、GameView、Editor 测试。
  • 执行 Compile / Refresh / RegenProject / EnterPlay / ExitPlay / Reload 等会跨 Unity 状态变化的命令。
  • 排查 UnityBridge 返回的 Error / Message。

不要加载

  • 只是普通 C# 编译(用 et-build)
  • 只是读写 Excel 或导出 Luban
  • 只是纯代码结构分析,不需要 Unity 编辑器参与
  • 只是要解释命令协议,不实际操作 Unity 时,优先只读 proto 或 handler,不启动 UnityBridge。

默认动作

  1. CLI 入口为 dotnet ./Bin/ET.UnityBridge.dll。
  2. 操作前先发 Ping;只有需要命令列表或详细状态时再查 HostState。
  3. Compile、Refresh、RegenProject、EnterPlay、ExitPlay、AssetImportRequest、AssetRefreshRequest 等 deferred 命令必须等待最终响应。
  4. Reload 要求 Unity 已进入 PlayMode;EnterPlay 前确认 Unity 未编译且未切换 PlayMode。
  5. 如果 Bin/ET.UnityBridge.dll 尚不存在,先用 et-build 编译确认工具是否生成。
  6. 如果桥接宿主不可用,先检查 Unity 是否已打开项目、心跳文件是否存在、桥接根目录是否一致。

省 Token 规则

  • 不要完整读取所有 UnityBridge proto、handler 或 AvailableCommands。
  • 先用 HostState 或 rg 发现命令名,再只打开相关 proto 小片段和对应 handler。
  • 先执行最小读命令确认目标,再做写操作;批量操作前先验证 1 个样本。
  • 不要把完整 JSON 响应贴给用户;只总结 Error、Message 和关键字段。
  • 优先 UnityBridge 命令,不要用 GUI 点击 Unity Editor,除非命令缺失或用户明确要求。

最小流程

dotnet ./Bin/ET.UnityBridge.dll '{"_t":"Ping"}'

如果需要命令列表或状态:

dotnet ./Bin/ET.UnityBridge.dll '{"_t":"HostState"}'

按任务选择一个最小命令执行;失败时先看 Error / Message,再读相关 handler。

按需补读

  • references/et-unitybridge-ai-ops.md:AI 操作 Unity 的任务路由、命令发现、省 token 操作模式。
  • references/et-unitybridge-cli.md:CLI 参数、等待、返回值解读、常见错误。