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Get Started Free →Source-anchored design rules for Cysharp UniTask 2.5.10 (Unity 2018.4+) — struct semantics, PlayerLoop timing, cancellation, composition, conversion, async enumerables, triggers, and pitfalls. Use when writing or reviewing async UniTask code, choosing PlayerLoopTiming, handling CancellationToken, or composing WhenAll/WhenAny, even if the user just says "异步" or "零分配async". 为 Cysharp UniTask 2.5.10(Unity 2018.4+)提供源码锚定的设计规则(struct 语义、PlayerLoop 时机、取消、组合、转换、异步流、触发器、陷阱);当用户要编写或审查 async UniTask 代码、选择
.claude/skills/besty0728-unity-unitask-design/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 80% | 0% |
| case-02 | ✗→✓ | ▲ Improved | 3% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 125% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 48% | 0% |
| case-07 | ✗→✓ | ▲ Improved | 59% | 0% |
> 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.
Advisory module. Every rule is distilled from Cysharp UniTask source at:
com.cysharp.unitask@2.5.10 (Unity 2018.4 baseline; actively used with 2022.3 / Unity 6)Each rule cites a concrete file/line so the reasoning is auditable and the AI does not improvise against stale memory.
> Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Load before writing or reviewing any of:
async UniTask / async UniTask<T> / async UniTaskVoid method signature.Forget(), .AttachExternalCancellation(token), .SuppressCancellationThrow() chainingUniTask.Yield, UniTask.NextFrame, UniTask.Delay, UniTask.WaitForEndOfFrame, UniTask.WaitForFixedUpdateUniTask.WaitUntil, UniTask.WaitWhile, UniTask.WaitUntilValueChanged, UniTask.WaitUntilCanceledUniTask.WhenAll, UniTask.WhenAny, UniTask.WhenEachUniTask.SwitchToMainThread, UniTask.SwitchToThreadPool, UniTask.RunAsyncOperation.ToUniTask(), UnityWebRequest.SendWebRequest().ToUniTask(), Coroutine.ToUniTask()this.GetCancellationTokenOnDestroy(), GetAsyncStartTrigger() and other AsyncTrigger* extensionsUniTaskCompletionSource / UniTaskCompletionSource<T> manual completion sourcesIUniTaskAsyncEnumerable<T> / UniTaskAsyncEnumerable / AsyncReactiveProperty<T> / Channel<T>Task.Run / SwitchToThreadPool are forbidden| # | Rule | Source anchor | |---|------|---------------| | 1 | UniTask is a readonly partial struct (value type). Once awaited, its IUniTaskSource is recycled; awaiting the same UniTask variable twice throws. Use .Preserve() to obtain a memoized copy that can be awaited multiple times. | UniTask.cs:34, UniTask.cs:103-113 | | 2 | A UniTask returned by a method must be either awaited, .Forget()ed, or .AttachExternalCancellation(token)ed. Orphan UniTasks silently swallow exceptions into UniTaskScheduler.UnobservedTaskException. | UniTaskScheduler.cs:13, UniTaskVoid.cs:11-17 | | 3 | PlayerLoopTiming defines 16 timing slots (2020.2+; 14 on older Unity). Default UniTask.Yield() / UniTask.Delay uses PlayerLoopTiming.Update. Mixing LastPostLateUpdate with legacy WaitForEndOfFrame coroutines changes observed frame ordering. | PlayerLoopHelper.cs:71-99 | | 4 | UniTask.Delay(int ms, DelayType, PlayerLoopTiming, CancellationToken, bool cancelImmediately) accepts DelayType.DeltaTime / UnscaledDeltaTime / Realtime. The old bool ignoreTimeScale overload still exists but mixes semantics — prefer the DelayType overload for new code. | UniTask.Delay.cs:12-20, UniTask.Delay.cs:147-165 | | 5 | this.GetCancellationTokenOnDestroy() is defined for MonoBehaviour, GameObject, and Component in AsyncTriggerExtensions. Plain C# classes do NOT receive this extension — they must own a CancellationTokenSource explicitly. | Triggers/AsyncTriggerExtensions.cs:14,22,28 | | 6 | UniTask.WhenAll(params UniTask[] tasks) and the IEnumerable<UniTask> overload both exist. Semantically match Task.WhenAll but are zero-alloc when tasks are UniTask-native. WhenAny returns (winnerIndex, result) tuple for UniTask<T>. | UniTask.WhenAll.cs:12,22,31,41, UniTask.WhenAny.cs | | 7 | AsyncOperation.ToUniTask(IProgress<float>, PlayerLoopTiming, CancellationToken) is the canonical adapter. await operation works too but silently leaks the progress callback if you also set operation.completed += …. | UnityAsyncExtensions.cs | | 8 | UniTaskCompletionSource and UniTaskCompletionSource<T> support TrySetResult / TrySetException / TrySetCanceled. Once any of the three succeeds, subsequent calls return false — they do not throw. | UniTaskCompletionSource.cs:573,610,754,792 | | 9 | UniTask.SwitchToThreadPool() and UniTask.Run(...) are compile-time available on all platforms BUT throw NotSupportedException at runtime on WebGL. Guard with #if !UNITY_WEBGL || UNITY_EDITOR or fall back to UniTask.Yield()-based cooperative work. | UniTask.Threading.cs:57 | | 10 | Returning async UniTaskVoid is the fire-and-forget idiom that lets await be used INSIDE the method. async void methods cannot return UniTask — a common compile error when porting from Task. | UniTaskVoid.cs:11-17, UniTask.Factory.cs:112-131 |
| Sub-doc | When to read | |---------|--------------| | BASICS.md | UniTask vs Task differences, struct semantics, UniTaskVoid, zero-alloc state machine, AsyncUniTaskMethodBuilder | | PLAYERLOOP.md | 16-value PlayerLoopTiming table, Yield/NextFrame/Delay/WaitForEndOfFrame/WaitForFixedUpdate, DelayType, frame-ordering with legacy coroutines | | CANCELLATION.md | CancellationToken patterns, GetCancellationTokenOnDestroy (3 overloads), AttachExternalCancellation, CancelAfterSlim, AddTo, OperationCanceledException flow | | COMPOSITION.md | WhenAll, WhenAny, WhenEach, Forget, SuppressCancellationThrow, ContinueWith, timeout patterns | | CONVERSION.md | AsyncOperation.ToUniTask, UnityWebRequest.SendWebRequest().ToUniTask, IEnumerator.ToUniTask, Task.AsUniTask, UniTask.AsTask, UniTask.ToCoroutine | | ASYNCENUMERABLE.md | IUniTaskAsyncEnumerable<T>, UniTaskAsyncEnumerable, AsyncReactiveProperty<T>, Channel<T>, EveryValueChanged, Publish, LINQ-to-async operators | | TRIGGERS.md | AsyncTriggerBase, GetAsyncStartTrigger, GetAsyncDestroyTrigger, OnCollisionEnterAsync, OnClickAsync, MonoBehaviourMessagesTriggers, lifecycle cancellation | | PITFALLS.md | 30 concrete hallucination / runtime pitfalls (double-await, forgotten Forget, WebGL threadpool, tracker memory, wrong PlayerLoopTiming, coroutine interop bugs) |
UniTask, raw Task, and IEnumerator at the architecture layer → load asynctween.ToUniTask(TweenCancelBehaviour, token)) → load dotween-designhandle.ToUniTask() extension → load yooasset-designAsyncOperationHandle.ToUniTask() rules → load addressables-designCysharp.Threading.Tasks.asmdef reference) → load asmdefTargets UniTask 2.5.10. Earlier 2.x versions are mostly source-compatible; key differences:
WaitForEndOfFrame(MonoBehaviour coroutineRunner) overload added in recent 2.x — on 2023.1+ a parameterless overload is available (#if UNITY_2023_1_OR_NEWER). See UniTask.Delay.cs:78-103.UniTask.WhenEach is a newer addition; not all 2.x builds ship it.When in doubt, read the cited source — not your memory.
Other measured skills in the registry, with their headline benchmark lift.