unity-async

unity-async is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 88 tokens per session (568 once invoked), scanned A, original, MIT.

A Unity guide for choosing how scheduled work runs and stops, including per-frame updates, coroutines, timers, and async tasks. It also covers who owns that work and how it is cancelled and cleaned up.

In plain words
What is it for?
Use it to choose between Update, a coroutine, UniTask, events, callbacks, or direct method calls, and to define start, cancellation, and cleanup behavior.
Why use it?
It helps avoid unnecessary per-frame code and unclear cleanup, which can cause wasted work or actions continuing after an object is gone. It favors the simplest suitable approach rather than adding a new dependency without need.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to choose between Update, a coroutine, UniTask, events, callbacks, or direct method calls, and to define start, cancellation, and cleanup behavior.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/async
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add dyCuong03/unity-agent-team --skill async
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-async

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/async/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/async)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/async"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/async/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-async

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/async"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/async.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 88 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 568 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00088 $0.00568
Opus 5.5 $0.00035 $0.00227
Sonnet 5.5 $0.00018 $0.00114
Haiku 4.5 $0.00009 $0.00057

Measured 11d ago against content hash 89445a61aec1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-async scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/unity-skills/skills/async/SKILL.md · 56 lines

What it actually says

Unity Async Strategy

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.
  5. 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
Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 56 lines · 88 tokens per session scan A 89445a61aec1

Subscribe to this mod's changes

unity-async is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 88 tokens to every session and 568 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.

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