smithery/creator-hian

unity-unitask

UniTask library expert specializing in allocation-free async/await patterns, coroutine migration, and Unity-optimized asynchronous programming.

Installation

$ npx skills add smithery/creator-hian --skill unity-unitask

Summary

  • UniTask library expert specializing in allocation-free async/await patterns, coroutine migration, and Unity-optimized asynchronous programming.
  • Masters UniTask performance optimizations, cancellation handling, and memory-efficient async operations.
  • Use PROACTIVELY for UniTask implementation, async optimization, or coroutine replacement.

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Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,628 B
  • docs SUMMARY.md 359 B

History

  1. First recorded snapshot · 0 installs

SKILL.md

UniTask - High-Performance Async for Unity

Overview

UniTask is a zero-allocation async/await library optimized for Unity, providing allocation-free asynchronous programming patterns superior to standard C# Task.

Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType), csharp-async-patterns (Task, async/await), unity-async (Unity async context)

Core Topics:

  • Allocation-free async/await patterns
  • Coroutine to UniTask migration
  • PlayerLoop-based execution model
  • Memory pool management and GC pressure reduction
  • Advanced cancellation and timeout handling
  • Integration with Unity systems (Addressables, DOTween, etc.)

Learning Path: C# async basics → Unity async context → UniTask optimization → Production patterns

Quick Start

UniTask vs Task Performance

// Standard Task (allocates memory)
public async Task<int> GetStandard()
{
    await Task.Delay(1000);
    return 42;
}

// UniTask (zero allocation)
public async UniTask<int> GetOptimized()
{
    await UniTask.Delay(1000);
    return 42;
}

Basic Patterns

// Frame-based delays
await UniTask.Yield();                    // Next frame
await UniTask.DelayFrame(10);            // Wait 10 frames
await UniTask.NextFrame();               // Explicit next frame

// Time-based delays
await UniTask.Delay(TimeSpan.FromSeconds(1));
await UniTask.WaitForSeconds(1f);

// Unity operations
await Resources.LoadAsync<Sprite>("icon").ToUniTask();
await SceneManager.LoadSceneAsync("Level1").ToUniTask();

// Cancellation
CancellationTokenSource cts = new CancellationTokenSource();
await SomeOperation(cts.Token);

When to Use

UniTask (This Skill)

  • Zero-allocation critical paths (mobile, performance-critical scenarios)
  • Memory-efficient async operations
  • PlayerLoop timing control and customization
  • Coroutine replacement for better performance
  • Integration with Unity async operations

Alternatives

  • unity-async skill: General Unity async patterns, coroutines, Job System
  • Standard Task: Cross-platform .NET code, non-performance-critical scenarios

Reference Documentation

[UniTask Fundamentals](references/unitask-fundamentals.md)

Core UniTask concepts and migration:

  • UniTask vs Task performance characteristics
  • Coroutine migration patterns
  • PlayerLoop execution model
  • Memory pool management
  • Basic async operations

[Performance Optimization](references/performance-optimization.md)

Advanced performance techniques:

  • Allocation-free patterns
  • GC pressure reduction
  • PlayerLoop timing control
  • Memory profiling with UniTask.Tracker
  • Burst-compatible async patterns

[Integration Patterns](references/integration-patterns.md)

Unity system integrations:

  • Addressables async loading
  • DOTween integration
  • UnityWebRequest patterns
  • UI event handling
  • AsyncReactiveProperty usage

Key Principles

  1. Zero-Allocation Focus: UniTask eliminates allocations for async operations
  2. PlayerLoop Integration: Tight Unity integration for optimal performance
  3. Always Support Cancellation: Use this.GetCancellationTokenOnDestroy() for MonoBehaviour lifecycle
  4. Prefer UniTask over Task: Better performance and Unity compatibility
  5. Profile Memory Usage: Use UniTask.Tracker to monitor active tasks and memory

Common Patterns

Automatic Cancellation with MonoBehaviour

public class Example : MonoBehaviour
{
    async UniTaskVoid Start()
    {
        // Auto-cancels when GameObject is destroyed
        await LoadData(this.GetCancellationTokenOnDestroy());
    }
}

Parallel Operations

// Execute multiple operations in parallel
(int result1, string result2, float result3) = await UniTask.WhenAll(
    Operation1(),
    Operation2(),
    Operation3()
);

Timeout Handling

CancellationTokenSource cts = new CancellationTokenSource();
cts.CancelAfterSlim(TimeSpan.FromSeconds(5)); // PlayerLoop-based

try
{
    await LongOperation(cts.Token);
}
catch (OperationCanceledException)
{
    Debug.Log("Operation timed out");
}

Platform Considerations

  • WebGL: Limited threading, UniTask provides frame-based async as primary pattern
  • Mobile: Critical for battery optimization and memory efficiency
  • Desktop: Full feature support with optimal performance

Best Practices

  1. Use CancellationToken: Always pass cancellation tokens, prefer this.GetCancellationTokenOnDestroy()
  2. Avoid async void: Use UniTaskVoid for fire-and-forget operations
  3. PlayerLoop Optimization: Use minimal PlayerLoop injection for better performance
  4. Profile with Tracker: Monitor memory with UniTask.Tracker in editor
  5. Chain Operations: Use WhenAll/WhenAny for parallel execution
  6. Thread Switching: Use SwitchToMainThread()/SwitchToThreadPool() appropriately

Integration with Other Skills

  • unity-async: Provides foundation for Unity async patterns
  • unity-reactive: AsyncReactiveProperty bridges UniTask with R3
  • unity-di: UniTask works seamlessly with VContainer DI patterns
  • unity-performance: UniTask reduces GC pressure significantly