/async
Advise on Unity async and lifecycle strategy. 为 Unity 异步与生命周期策略提供建议。
$ 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.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/async
Context preview
The summary Claude sees to decide when to auto-load this skill.
Advise on Unity async and lifecycle strategy. 为 Unity 异步与生命周期策略提供建议。
SKILL.md
async.SKILL.mdname: 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
Read more
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
REST API-based AI-driven Unity Editor Automation Engine Let AI control Unity scenes directly through Skills 🎉 We are now indexed by DeepWiki! Got questions? Check out the AI-generated docs → The current official maintenance baseline is Unity 2022.3+.
Other skills on unity-skills.
- /addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1. 为 Unity Addressables 1.22.3/2.9.1 提供源码锚定的设计规则。
Open skill - /adr
Record Unity architecture decisions (ADR) with rationale. 记录 Unity 架构决策(ADR)与理由。
Open skill - /animator
Edit Unity Animator Controllers and drive runtime parameters. 编辑 Unity Animator Controller 并驱动运行时参数。
Open skill - /architecture
Advise on Unity gameplay and system architecture. 为 Unity 游戏与系统架构提供建议。
Open skill - /asmdef
Advise on Unity assembly definitions (asmdef). 为 Unity 程序集定义(asmdef)提供建议。
Open skill - /asset
Manage Unity AssetDatabase operations. 管理 Unity AssetDatabase 操作。
Open skill

