addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Advise on Unity async and lifecycle strategy
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill async --agent claude-code
Codex
$ npx skills add Besty0728/Unity-Skills --skill async -a codex -y
Cursor
$ npx skills add Besty0728/Unity-Skills --skill async -a cursor -y
Gemini CLI
$ npx skills add Besty0728/Unity-Skills --skill async -a gemini-cli -y
GitHub Copilot
$ npx skills add Besty0728/Unity-Skills --skill async -a github-copilot -y
OpenCode
$ npx skills add Besty0728/Unity-Skills --skill async -a opencode -y
Windsurf
$ npx skills add Besty0728/Unity-Skills --skill async -a windsurf -y
name: unity-async description: Advise on Unity async and lifecycle strategy
Documentation only: no REST skills.
Scope: this module covers async code written into the Unity runtime (`Update`, coroutines, UniTask, cancellation, lifecycle ownership). It does not cover the REST protocol's own async jobs; for `jobId` polling see [batch](../batch/SKILL.md).
1. Ask first whether the task needs per-frame work at all. 2. If not, prefer events, callbacks, or explicit method calls. 3. For a short Unity-bound sequence, prefer a 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.
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Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.