addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Advise on Unity async and lifecycle strategy
$ npx -y skills add Besty0728/Unity-Skills --skill async --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/asyncContext preview
The summary Claude sees to decide when to auto-load this skill.
Advise on Unity async and lifecycle strategy
name: unity-async description: Advise on Unity async and lifecycle strategy
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
> **Scope**: this module is about **async code you write into the Unity runtime** — `Update`, coroutines, UniTask, cancellation and lifecycle ownership. It is not about the REST protocol's own async jobs. For `jobId` / polling / `job_status` / `GET /jobs/{id}`, see [batch](../batch/SKILL.md).
Use this skill when the user is deciding how runtime work should be scheduled or cleaned up.
> **Mode**: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
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:
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)