Agent SkillsBesty0728/Unity-Skills › unity-async

unity-async

GitHub

为Unity开发提供异步执行与生命周期管理建议,指导在Update、协程、UniTask间选择,并规范取消与清理逻辑。

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

Trigger Scenarios

在Update/协程/UniTask/定时器间取舍 处理取消与清理

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": "Advise on Unity async and lifecycle strategy. 为 Unity 异步与生命周期策略提供建议。"
}

Triggers

  • Choosing Update/coroutine/UniTask/timer
  • Handling cancellation and cleanup
  • 在 Update/协程/UniTask/定时器间取舍、处理取消与清理

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

  • 25d511e Current 2026-08-13 09:13
  • ec9f870 2026-07-05 14:39

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Metadata

Files
0
Version
25d511e
Hash
bfa6e490
Indexed
2026-07-05 14:39

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