tools-unity-unitask

tools-unity-unitask is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 25 tokens per session (2,814 once invoked), scanned A, original, MIT.

A guide to using UniTask, a Unity library for asynchronous operations with async and await. It covers cancellation, Unity object lifetimes, coroutine interoperation, initialization, and running operations in parallel.

In plain words
What is it for?
Use it to replace or connect coroutines, load assets and data, run network operations, initialize systems asynchronously, and cancel work with a MonoBehaviour's lifecycle.
Why use it?
It helps manage work that finishes later, such as loading, networking, and timed actions, without leaving operations running after a Unity object is destroyed. It also provides patterns for handling errors and cancellation.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to replace or connect coroutines, load assets and data, run network operations, initialize systems asynchronously, and cancel work with a MonoBehaviour's lifecycle.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/tools-unity-unitask
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 IdoCohen560/claude-unity-game-studio --skill tools-unity-unitask
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

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 tools-unity-unitask

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-unitask/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-unitask)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-unitask"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-unitask/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 tools-unity-unitask

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-unitask"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-unitask.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 25 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,814 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 $0.00025 $0.02814
Opus 5.5 $0.00010 $0.01126
Sonnet 5.5 $0.00005 $0.00563
Haiku 4.5 $0.00003 $0.00281

Measured 1mo ago against content hash 9c8f1898b50b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

tools-unity-unitask 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 1mo 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

Copies of this mod

1 near-identical copy found in the catalogue:

examples/my-first-game/.claude/skills/tools-unity-unitask/SKILL.md · 591 lines

How it starts

The opening of the file, as written. The whole thing — 591 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UniTask Async/Await for Unity

Overview

UniTask provides efficient async/await support for Unity with zero allocation, proper cancellation, and Unity lifecycle integration.

When to Use

  • Async operations in Unity (loading, networking, delays)
  • Replacing coroutines with async/await
  • Managing cancellation in MonoBehaviours
  • Async initialization patterns
  • Parallel async operations

Installation

// manifest.json
"com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask"

Basic Patterns

Simple Async Method

public async UniTask LoadGameAsync()
{
    await UniTask.Delay(1000); // 1 second delay
    await LoadAssetsAsync();
    await InitializeSystemsAsync();
}

Async with Return Value

public async UniTask<PlayerData> LoadPlayerAsync()
{
    var json = await File.ReadAllTextAsync(path);
    return JsonUtility.FromJson<PlayerData>(json);
}

Fire-and-Forget (Use Carefully!)

// ForgetTask() suppresses warnings but loses error handling
LoadGameAsync().Forget();

// Better: Use UniTaskVoid for true fire-and-forget
public async UniTaskVoid StartBackgroundTask()
{
    try
    {
        await DoWorkAsync();
    }
    catch (Exception ex)
    {
        Debug.LogException(ex);
    }
}

Cancellation Patterns

Basic CancellationToken

public class GameLoader : MonoBehaviour
{
    private CancellationTokenSource _cts;
    
    private void OnEnable()
    {
        _cts = new CancellationTokenSource();
        LoadAsync(_cts.Token).Forget();
    }
    
    private void OnDisable()
    {
        _cts?.Cancel();
        _cts?.Dispose();
        _cts = null;
    }
    
    private async UniTask LoadAsync(CancellationToken ct)
    {
        await UniTask.Delay(1000, cancellationToken: ct);
        // Work here...
    }
}

Destroy CancellationToken (Preferred for MonoBehaviour)

public class Enemy : MonoBehaviour
{
    private async UniTaskVoid Start()
    {
        // Automatically cancelled when GameObject destroyed
        var ct = this.GetCancellationTokenOnDestroy();
        
        while (!ct.IsCancellationRequested)
        {
            await UniTask.Delay(1000, cancellationToken: ct);
            Patrol();
        }
    }
}

Read the full file on GitHub · 591 lines

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. 1mo ago First seen · 591 lines · 25 tokens per session scan A 9c8f1898b50b

Subscribe to this mod's changes

tools-unity-unitask is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (23 stars, last pushed 3mo ago), licensed MIT. It adds 25 tokens to every session and 2,814 once invoked, about $0.0001 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 2026-09-03.