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- Besty0728/Unity-Skills
- 최근 소스 활동
- 2026년 8월 16일 06:26
- 감지된 SKILL.md 언어
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-unitask-design명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
SOC 직업 분류 기준
SKILL.md 표시 중
| 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.
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 overload both exist. Semantically match but are zero-alloc when tasks are UniTask-native. returns tuple for . |
| 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 |
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.
IEnumerable<UniTask>Task.WhenAllWhenAny(winnerIndex, result)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 |
| 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 |
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) |