unity-async

Unity-specific async patterns extending foundational C# async/await concepts.

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Install skill "unity-async" with this command: npx skills add creator-hian/claude-code-plugins/creator-hian-claude-code-plugins-unity-async

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 Skills

  • unity-unitask: Zero-allocation async, memory-critical scenarios

  • unity-r3: 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 skill └── Reactive patterns → unity-r3 skill

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