Agent SkillsBesty0728/Unity-Skills › unity-async

unity-async

GitHub

为Unity异步与生命周期策略提供建议,指导在Update、协程、UniTask和定时器间选择。涵盖代码调度、清理、取消及所有权管理,强调事件驱动与简单性,避免过度依赖重型方案。

SkillsForUnity/unity-skills~/skills/async/SKILL.md Besty0728/Unity-Skills

Trigger Scenarios

决定如何编写异步代码 在协程与UniTask之间进行选择 需要调度定时器 处理任务取消与资源清理 询问'异步怎么写'或'用协程还是UniTask'

Install

npx skills add Besty0728/Unity-Skills --skill unity-async -g -y
More Options

Non-standard path

npx skills add https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/async -g -y

Use without installing

npx skills use Besty0728/Unity-Skills@unity-async

指定 Agent (Claude Code)

npx skills add Besty0728/Unity-Skills --skill unity-async -a claude-code -g -y

安装 repo 全部 skill

npx skills add Besty0728/Unity-Skills --all -g -y

预览 repo 内 skill

npx skills add Besty0728/Unity-Skills --list

SKILL.md

Frontmatter
{
    "name": "unity-async",
    "description": "Advises on Unity async and lifecycle strategy — choosing among Update, coroutines, UniTask, and timers, plus cleanup and cancellation. Use when deciding how to write async code, choosing between coroutine and UniTask, scheduling timers, or handling cancellation and cleanup, even if the user just asks \"异步怎么写\" or \"用协程还是UniTask\". 为 Unity 异步与生命周期策略提供建议(在 Update、协程、UniTask、定时器间取舍,以及清理与取消);当用户要决定异步代码怎么写、在协程与 UniTask 间选择、调度定时器或处理取消与清理时使用。"
}

Unity Async Strategy

Use this skill when the user is deciding how runtime work should be scheduled or cleaned up.

Guardrails

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

  • Do not recommend UniTask just because it looks more advanced than coroutine.
  • Prefer the simplest scheduling model that fits the use case.

Decision Ladder

  1. First ask whether the task needs per-frame work at all.
  2. If not, prefer events, callbacks, or explicit method calls.
  3. If a short Unity-bound sequence is needed, prefer coroutine.
  4. Recommend UniTask only when:
    • the project already uses it, or
    • the user explicitly wants it and accepts the dependency.
  5. Use Update only for true continuous simulation, polling, or input loops that cannot be event-driven.

Specific Guidance

  • Avoid many unrelated Update methods if a more event-driven flow works.
  • Cache references used in hot paths.
  • Always define lifecycle ownership:
    • who starts the work
    • who cancels or stops it
    • when it is cleaned up
  • In MonoBehaviour, prefer OnEnable / OnDisable / OnDestroy for subscribe-unsubscribe symmetry.
  • Use IDisposable mainly for pure C# lifetimes, temporary subscriptions, or scope-based cleanup helpers, not as a cargo-cult replacement for Unity lifecycle methods.

Output Format

  • Recommended scheduling model
  • Why it fits
  • Lifecycle / cancellation owner
  • Hot-path risks
  • Why the heavier alternative is unnecessary, if applicable

Version History

  • ec9f870 Current 2026-07-05 14:39

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Metadata

Files
0
Version
ec9f870
Hash
65a1c17b
Indexed
2026-07-05 14:39

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