Agent Skills
› Besty0728/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及定时器间做出最优选择,并规范清理与取消逻辑。适用于决定异步代码实现方式、技术选型或处理资源管理场景。
Trigger Scenarios
用户询问异步代码如何编写
用户纠结于使用协程还是UniTask
需要调度定时器或处理取消与清理逻辑
Install
npx skills add Besty0728/Unity-Skills --skill unity-async -g -y
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
UniTaskjust because it looks more advanced than coroutine. - Prefer the simplest scheduling model that fits the use case.
Decision Ladder
- First ask whether the task needs per-frame work at all.
- If not, prefer events, callbacks, or explicit method calls.
- If a short Unity-bound sequence is needed, prefer coroutine.
- Recommend
UniTaskonly when:- the project already uses it, or
- the user explicitly wants it and accepts the dependency.
- Use
Updateonly for true continuous simulation, polling, or input loops that cannot be event-driven.
Specific Guidance
- Avoid many unrelated
Updatemethods 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, preferOnEnable/OnDisable/OnDestroyfor subscribe-unsubscribe symmetry. - Use
IDisposablemainly 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


