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Design et création · SKILL.md

unity-unitask-design

unity-unitask-design

Source-anchored design rules for UniTask 2.5.10

Independent GitHub snapshot · Automated classification · Original documentation governs

Documentation de la Skill

GitHub

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

#RuleSource anchor
1UniTask 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
2A 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
3PlayerLoopTiming 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
4UniTask.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
5this.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
6UniTask.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
7AsyncOperation.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
8UniTaskCompletionSource 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
9UniTask.SwitchToThreadPool() and UniTask.Run(...) are compile-time available on all platforms BUT throw NotSupportedException at runtime on WebGL. Guard with `#if !UNITY_WEBGL
10Returning 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 Routing

Sub-docWhen to read
BASICS.mdUniTask vs Task differences, struct semantics, UniTaskVoid, zero-alloc state machine, AsyncUniTaskMethodBuilder
PLAYERLOOP.md16-value PlayerLoopTiming table, Yield/NextFrame/Delay/WaitForEndOfFrame/WaitForFixedUpdate, DelayType, frame-ordering with legacy coroutines
CANCELLATION.mdCancellationToken patterns, GetCancellationTokenOnDestroy (3 overloads), AttachExternalCancellation, CancelAfterSlim, AddTo, OperationCanceledException flow
COMPOSITION.mdWhenAll, WhenAny, WhenEach, Forget, SuppressCancellationThrow, ContinueWith, timeout patterns
CONVERSION.mdAsyncOperation.ToUniTask, UnityWebRequest.SendWebRequest().ToUniTask, IEnumerator.ToUniTask, Task.AsUniTask, UniTask.AsTask, UniTask.ToCoroutine
ASYNCENUMERABLE.mdIUniTaskAsyncEnumerable<T>, UniTaskAsyncEnumerable, AsyncReactiveProperty<T>, Channel<T>, EveryValueChanged, Publish, LINQ-to-async operators
TRIGGERS.mdAsyncTriggerBase, GetAsyncStartTrigger, GetAsyncDestroyTrigger, OnCollisionEnterAsync, OnClickAsync, MonoBehaviourMessagesTriggers, lifecycle cancellation
PITFALLS.md30 concrete hallucination / runtime pitfalls (double-await, forgotten Forget, WebGL threadpool, tracker memory, wrong PlayerLoopTiming, coroutine interop bugs)

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.

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