Agent skill
unity-async
Handle Unity's asynchronous programming patterns including coroutines, async/await, and Job System. Masters Unity's main thread restrictions and threading models. Use when guidance needed on Unity async operations, coroutine optimization, or parallel processing in Unity context.
Install this agent skill to your Project
npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/development/unity-async
SKILL.md
Unity Async Patterns
Overview
Unity-specific async patterns extending foundational C# async/await concepts.
Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType, null-safe coding)
Core Topics:
- Coroutines and yield instructions
- async/await with Unity main thread constraints
- Unity Job System and Burst compiler
- Thread safety and marshaling
- Addressables and UnityWebRequest integration
Learning Path: C# async basics → Unity context → UniTask optimization → Reactive patterns
Quick Start
Three Unity Async Approaches
// 1. Coroutine (Unity-specific, frame-based)
IEnumerator LoadDataCoroutine()
{
yield return new WaitForSeconds(1f);
UnityWebRequest request = UnityWebRequest.Get(url);
yield return request.SendWebRequest();
ProcessData(request.downloadHandler.text);
}
// 2. Async/Await (C# standard + Unity constraints)
async Task<string> LoadData(CancellationToken ct)
{
await Task.Delay(1000, ct);
using UnityWebRequest request = UnityWebRequest.Get(url);
await request.SendWebRequest();
return request.downloadHandler.text;
// Unity auto-marshals to main thread
}
// 3. Job System (parallel data processing)
[BurstCompile]
struct VelocityJob : IJobParallelFor
{
[ReadOnly] public NativeArray<Vector3> velocities;
public NativeArray<Vector3> positions;
public float deltaTime;
public void Execute(int index)
{
positions[index] += velocities[index] * deltaTime;
}
}
When to Use
Unity Async (This Skill)
- Frame-based timing and Unity API integration
- Standard async/await with Unity constraints
- Job System parallelization
- Main thread restrictions and solutions
Specialized Agents
- unity-unitask-pro: Zero-allocation async, memory-critical scenarios
- unity-reactive-pro: Event streams, MVVM/MVP, reactive state management
Reference Documentation
Unity-Specific Extensions
Unity Async Best Practices
- Coroutines vs async/await decision framework
- Main thread restrictions and solutions
- Job System usage patterns
- MonoBehaviour lifecycle integration
Coroutine Patterns
- yield return variations
- Coroutine chaining and composition
- Custom yield instructions
- Performance considerations
Unity Threading Guide
- Main thread vs background threads
- UnityMainThreadDispatcher patterns
- Job System and Burst compiler
- Thread-safe data structures (NativeArray, NativeContainer)
Key Principles
- Main Thread Only: Unity APIs require main thread
- Coroutines for Frames: Frame-based operations use coroutines
- Job System for Parallelism: CPU-intensive data processing
- UniTask for Performance: Zero-allocation critical paths
- R3 for Reactive: Complex event streams and data binding
Common Patterns
Frame Timing
yield return null; // Next frame
yield return new WaitForEndOfFrame(); // After rendering
yield return new WaitForFixedUpdate(); // Physics update
Async Resource Loading
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene");
while (!asyncLoad.isDone)
{
float progress = Mathf.Clamp01(asyncLoad.progress / 0.9f);
yield return null;
}
Addressables Integration
AsyncOperationHandle<GameObject> handle = Addressables.LoadAssetAsync<GameObject>("AssetKey");
await handle.Task;
GameObject prefab = handle.Result;
Platform Considerations
- WebGL: No threading, coroutines primary, Job System unavailable
- Mobile: Battery optimization critical, limit thread count
- Desktop: Full threading support, higher performance budgets
Agent Delegation
Unity Async Needs
├── Frame timing → unity-async (coroutines)
├── Standard async → unity-async (async/await)
├── Parallel data → unity-async (Job System)
├── Zero-allocation → unity-unitask-pro agent
└── Reactive patterns → unity-reactive-pro agent
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