unity-unitask-design

unity-unitask-design is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 252 tokens per session (2,341 once invoked), scanned A, a copy of unity-unitask-design, MIT.

A source-based guide to using Cysharp UniTask, a Unity library for asynchronous code that runs work over time without blocking the game. It covers UniTask 2.5.10 and cites the library's source code.

In plain words
What is it for?
Use it when writing or reviewing Unity code with UniTask, cancellation tokens, delays, frame waits, parallel operations, thread switching, or asynchronous web requests.
Why use it?
It helps avoid errors such as awaiting the same operation twice, leaving operations running, choosing an unsuitable update timing, or using thread features that fail on WebGL. It also reduces the risk of resource leaks when Unity objects are destroyed.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when writing or reviewing Unity code with UniTask, cancellation tokens, delays, frame waits, parallel operations, thread switching, or asynchronous web requests.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/unitask-design"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unitask-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 252 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,341 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 94% copy Near-identical to another mod 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 $0.00252 $0.02341
Opus 5.5 $0.00101 $0.00936
Sonnet 5.5 $0.00050 $0.00468
Haiku 4.5 $0.00025 $0.00234

Measured 11d ago against content hash d7779ec0864d, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-unitask-design 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.

Origin

This is a copy

94% identical to unity-unitask-design — 22 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/unity-skills/skills/unitask-design/SKILL.md · 86 lines

How it starts

The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UniTask - Design Rules

Advisory module. Every rule is distilled from Cysharp UniTask source at:

  • 2.5.10 — [email protected] (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 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
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

Read the full file on GitHub · 86 lines

Files

What ships with it

8 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 · 86 lines · 252 tokens per session scan A d7779ec0864d

Subscribe to this mod's changes

unity-unitask-design is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 252 tokens to every session and 2,341 once invoked, about $0.0010 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 94% identical to unity-unitask-design, differing in 22 lines, and is treated as a copy.

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