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/async

Advise on Unity async and lifecycle strategy

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unity-skills
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Install
$ npx -y skills add Besty0728/Unity-Skills --skill async --agent claude-code

How 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

SKILL.md

async.SKILL.md
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.

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

> **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.

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
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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+.

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Repo: Besty0728/Unity-Skills

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