| name | unity-unitask-design |
| description | Source-anchored design rules for UniTask 2.5.10 |
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
- Writing or reviewing async UniTask code
- Choosing PlayerLoopTiming
- Handling CancellationToken
- Composing WhenAll/WhenAny
- 编写或审查 async UniTask 代码、选择 PlayerLoopTiming、处理 CancellationToken、组合 WhenAll/WhenAny
UniTask - Design Rules
Advisory module. Every rule is distilled from Cysharp UniTask source at:
- 2.5.10 —
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).
When to Load This Module
Load before writing or reviewing any of:
- Any
async UniTask / async UniTask<T> / async UniTaskVoid method signature
.Forget(), .AttachExternalCancellation(token), .SuppressCancellationThrow() chaining
UniTask.Yield, UniTask.NextFrame, UniTask.Delay, UniTask.WaitForEndOfFrame, UniTask.WaitForFixedUpdate
UniTask.WaitUntil, UniTask.WaitWhile, UniTask.WaitUntilValueChanged, UniTask.WaitUntilCanceled
UniTask.WhenAll, UniTask.WhenAny, UniTask.WhenEach
UniTask.SwitchToMainThread, UniTask.SwitchToThreadPool, UniTask.Run
AsyncOperation.ToUniTask(), UnityWebRequest.SendWebRequest().ToUniTask(), Coroutine.ToUniTask()
this.GetCancellationTokenOnDestroy(), GetAsyncStartTrigger() and other AsyncTrigger* extensions
UniTaskCompletionSource / UniTaskCompletionSource<T> manual completion sources
IUniTaskAsyncEnumerable<T> / UniTaskAsyncEnumerable / AsyncReactiveProperty<T> / Channel<T>
- WebGL-specific async code paths where
Task.Run / SwitchToThreadPool are forbidden
Critical Rule Summary
| # | 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 overload both exist. Semantically match but are zero-alloc when tasks are UniTask-native. returns tuple for . |
Sub-doc Routing
| 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 |
|
Routing to Other Modules
- Choice between
UniTask, raw Task, and IEnumerator at the architecture layer → load async
- DOTween tween → UniTask adapter (
tween.ToUniTask(TweenCancelBehaviour, token)) → load dotween-design
- YooAsset handle → UniTask via
handle.ToUniTask() extension → load yooasset-design
- Addressables
AsyncOperationHandle.ToUniTask() rules → load addressables-design
- Performance review of UniTask-heavy code paths (tracker cost, state machine alloc) → load performance
- Asmdef layout for UniTask consumers (
Cysharp.Threading.Tasks.asmdef reference) → load asmdef
Version Scope
Targets 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.