Source-anchored design rules for Cysharp UniTask 2.5.10 (Unity 2018.4+). Load before writing any async UniTask / UniTaskVoid / PlayerLoopTiming / CancellationToken / WhenAll / ToUniTask code to avoid double-await crashes, forgotten .Forget(), wrong PlayerLoopTiming choices, WebGL ThreadPool crashes, and handle leaks. Triggers: UniTask, UniTaskVoid, UniTaskCompletionSource, PlayerLoopTiming, async UniTask, Forget, WhenAll, WhenAny, UniTask.Yield, UniTask.Delay, UniTask.NextFrame, WaitForEndOfF...
Scanned 5/27/2026
Install via CLI
openskills install Besty0728/Unity-Skills---
name: unity-unitask-design
description: "Source-anchored design rules for Cysharp UniTask 2.5.10 (Unity 2018.4+). Load before writing any async UniTask / UniTaskVoid / PlayerLoopTiming / CancellationToken / WhenAll / ToUniTask code to avoid double-await crashes, forgotten .Forget(), wrong PlayerLoopTiming choices, WebGL ThreadPool crashes, and handle leaks. Triggers: UniTask, UniTaskVoid, UniTaskCompletionSource, PlayerLoopTiming, async UniTask, Forget, WhenAll, WhenAny, UniTask.Yield, UniTask.Delay, UniTask.NextFrame, WaitForEndOfFrame, WaitForFixedUpdate, WaitUntil, WaitWhile, SwitchToMainThread, SwitchToThreadPool, GetCancellationTokenOnDestroy, CancellationTokenSourceExtensions, UniTaskAsyncEnumerable, AsyncReactiveProperty, ToUniTask, AsyncOperation, UnityWebRequest, UniTaskTracker, AttachExternalCancellation, AsyncTrigger, OnDestroyAsync, 异步任务, 不分配异步, 取消令牌, 任务取消, 玩家循环, 异步流, 零分配, async await unity, unity async, unity cancellation, unity coroutine alternative, zero allocation async."
---
# UniTask - Design Rules
Advisory module. Every rule is distilled from Cysharp UniTask source at:
- **2.5.10** — `com.cysharp.unitask@2.5.10` (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 `await`ed, `.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 || UNITY_EDITOR` or fall back to `UniTask.Yield()`-based cooperative work. | `UniTask.Threading.cs:57` |
| 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` |
## Sub-doc Routing
| Sub-doc | When to read |
|---------|--------------|
| [BASICS.md](./BASICS.md) | `UniTask` vs `Task` differences, struct semantics, `UniTaskVoid`, zero-alloc state machine, `AsyncUniTaskMethodBuilder` |
| [PLAYERLOOP.md](./PLAYERLOOP.md) | 16-value `PlayerLoopTiming` table, Yield/NextFrame/Delay/WaitForEndOfFrame/WaitForFixedUpdate, `DelayType`, frame-ordering with legacy coroutines |
| [CANCELLATION.md](./CANCELLATION.md) | `CancellationToken` patterns, `GetCancellationTokenOnDestroy` (3 overloads), `AttachExternalCancellation`, `CancelAfterSlim`, `AddTo`, `OperationCanceledException` flow |
| [COMPOSITION.md](./COMPOSITION.md) | `WhenAll`, `WhenAny`, `WhenEach`, `Forget`, `SuppressCancellationThrow`, `ContinueWith`, timeout patterns |
| [CONVERSION.md](./CONVERSION.md) | `AsyncOperation.ToUniTask`, `UnityWebRequest.SendWebRequest().ToUniTask`, `IEnumerator.ToUniTask`, `Task.AsUniTask`, `UniTask.AsTask`, `UniTask.ToCoroutine` |
| [ASYNCENUMERABLE.md](./ASYNCENUMERABLE.md) | `IUniTaskAsyncEnumerable<T>`, `UniTaskAsyncEnumerable`, `AsyncReactiveProperty<T>`, `Channel<T>`, `EveryValueChanged`, `Publish`, LINQ-to-async operators |
| [TRIGGERS.md](./TRIGGERS.md) | `AsyncTriggerBase`, `GetAsyncStartTrigger`, `GetAsyncDestroyTrigger`, `OnCollisionEnterAsync`, `OnClickAsync`, `MonoBehaviourMessagesTriggers`, lifecycle cancellation |
| [PITFALLS.md](./PITFALLS.md) | 30 concrete hallucination / runtime pitfalls (double-await, forgotten Forget, WebGL threadpool, tracker memory, wrong PlayerLoopTiming, coroutine interop bugs) |
## Routing to Other Modules
- Choice between `UniTask`, raw `Task`, and `IEnumerator` at the architecture layer → load [async](../async/SKILL.md)
- DOTween tween → UniTask adapter (`tween.ToUniTask(TweenCancelBehaviour, token)`) → load [dotween-design](../dotween-design/SKILL.md)
- YooAsset handle → UniTask via `handle.ToUniTask()` extension → load [yooasset-design](../yooasset-design/SKILL.md)
- Addressables `AsyncOperationHandle.ToUniTask()` rules → load [addressables-design](../addressables-design/SKILL.md)
- Performance review of UniTask-heavy code paths (tracker cost, state machine alloc) → load [performance](../performance/SKILL.md)
- Asmdef layout for UniTask consumers (`Cysharp.Threading.Tasks.asmdef` reference) → load [asmdef](../asmdef/SKILL.md)
## Version Scope
Targets **UniTask 2.5.10**. Earlier 2.x versions are mostly source-compatible; key differences:
- `WaitForEndOfFrame(MonoBehaviour coroutineRunner)` overload added in recent 2.x — on 2023.1+ a parameterless overload is available (`#if UNITY_2023_1_OR_NEWER`). See `UniTask.Delay.cs:78-103`.
- `UniTask.WhenEach` is a newer addition; not all 2.x builds ship it.
When in doubt, read the cited source — not your memory.
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