chore(unity): 固定Unity CLI Loop本地包并移除UnitySkills依赖
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---
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name: uloop-compile
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description: "Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed."
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---
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# uloop compile
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Execute Unity project compilation.
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## Usage
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```bash
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uloop compile [--force-recompile] [--wait-for-domain-reload]
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```
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## Parameters
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| Parameter | Type | Default | Description |
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|-----------|------|---------|-------------|
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| `--force-recompile` | boolean | `false` | Force full recompilation (triggers Domain Reload) |
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| `--wait-for-domain-reload` | boolean | `false` | Wait until Domain Reload completes before returning |
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## Global Options
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| Option | Description |
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|--------|-------------|
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| `--project-path <path>` | Optional. Use only when the target Unity project is not the current directory. |
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## Examples
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```bash
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# Check compilation
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uloop compile
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# Force full recompilation
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uloop compile --force-recompile
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# Force recompilation and wait for Domain Reload completion
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uloop compile --force-recompile true --wait-for-domain-reload true
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# Wait for Domain Reload completion even without force recompilation
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uloop compile --force-recompile false --wait-for-domain-reload true
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```
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## Output
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Returns JSON:
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- `Success`: boolean
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- `ErrorCount`: number
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- `WarningCount`: number
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## Troubleshooting
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Diagnose the failure mode before retrying.
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**Stale lock files** (CLI hangs or shows "Unity is busy" while Unity Editor *is* running):
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```bash
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uloop fix
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```
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This removes any leftover lock files (`compiling.lock`, `domainreload.lock`, `serverstarting.lock`) from the Unity project's Temp directory. Then retry `uloop compile`.
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**Unity Editor not running** (CLI returns a connection failure and no Unity process is alive):
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```bash
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uloop launch
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```
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`uloop launch` auto-detects the project at the current working directory and opens it in the matching Unity Editor version. After Unity finishes launching, retry `uloop compile`.
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