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unity-async

Advise on Unity async and lifecycle strategy

不碰外部(只输出文字)无严重或高危命中Besty0728/Unity-Skills

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这一栏是扫描器报的事实,不是结论。命中多不等于有毒(安全工具、规则库、示例脚本本来就会包含危险写法),命中少也不等于干净。它和你手上的凭据、文件、网络有什么关系,需要你自己看。

技能内容

> 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 runtimeUpdate, 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.
  1. 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

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它属于哪个仓库

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本站分层T1
该仓技能数83
原文件路径SkillsForUnity/unity-skills~/skills/async/SKILL.md

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