UniTask library expert specializing in allocation-free async/await patterns, coroutine migration, and Unity-optimized asynchronous programming. Masters UniTask performance optimizations, cancellation handling, and memory-efficient async operations. Use PROACTIVELY for UniTask implementation, async optimization, or coroutine replacement.
This skill inherits all available tools. When active, it can use any tool Claude has access to.
references/integration-patterns.mdreferences/performance-optimization.mdreferences/unitask-fundamentals.mdUniTask is a zero-allocation async/await library optimized for Unity, providing allocation-free asynchronous programming patterns superior to standard C# Task.
Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType), csharp-async-patterns (Task, async/await), unity-async (Unity async context)
Core Topics:
Learning Path: C# async basics → Unity async context → UniTask optimization → Production patterns
// Standard Task (allocates memory)
public async Task<int> GetStandard()
{
await Task.Delay(1000);
return 42;
}
// UniTask (zero allocation)
public async UniTask<int> GetOptimized()
{
await UniTask.Delay(1000);
return 42;
}
// Frame-based delays
await UniTask.Yield(); // Next frame
await UniTask.DelayFrame(10); // Wait 10 frames
await UniTask.NextFrame(); // Explicit next frame
// Time-based delays
await UniTask.Delay(TimeSpan.FromSeconds(1));
await UniTask.WaitForSeconds(1f);
// Unity operations
await Resources.LoadAsync<Sprite>("icon").ToUniTask();
await SceneManager.LoadSceneAsync("Level1").ToUniTask();
// Cancellation
CancellationTokenSource cts = new CancellationTokenSource();
await SomeOperation(cts.Token);
Core UniTask concepts and migration:
Advanced performance techniques:
Unity system integrations:
this.GetCancellationTokenOnDestroy() for MonoBehaviour lifecyclepublic class Example : MonoBehaviour
{
async UniTaskVoid Start()
{
// Auto-cancels when GameObject is destroyed
await LoadData(this.GetCancellationTokenOnDestroy());
}
}
// Execute multiple operations in parallel
(int result1, string result2, float result3) = await UniTask.WhenAll(
Operation1(),
Operation2(),
Operation3()
);
CancellationTokenSource cts = new CancellationTokenSource();
cts.CancelAfterSlim(TimeSpan.FromSeconds(5)); // PlayerLoop-based
try
{
await LongOperation(cts.Token);
}
catch (OperationCanceledException)
{
Debug.Log("Operation timed out");
}
this.GetCancellationTokenOnDestroy()UniTaskVoid for fire-and-forget operationsUniTask.Tracker in editorWhenAll/WhenAny for parallel executionSwitchToMainThread()/SwitchToThreadPool() appropriately