What problem does it solve? Unity developers often struggle to choose the right async and lifecycle strategy, overusing Update loops or adopting UniTask without justification, leading to messy lifecycle ownership and cancellation bugs. ## Core Features & Use Cases - Decision Ladder: Walks through whether per-frame work is needed at all, then narrows to events, coroutines, UniTask, or Update based on the actual use case. - Lifecycle Ownership Guidance: Enforces clear rules for who starts, cancels, and cleans up async work, using OnEnable/OnDisable/OnDestroy symmetry and IDisposable only where appropriate. - Use Case: When a developer asks "should I use a coroutine or UniTask for this delay?", the skill evaluates project context and recommends the simplest fitting model with explicit cancellation ownership. ## Quick Start Ask the skill how to write async code in Unity for your scenario, such as scheduling a timer or choosing between a coroutine and UniTask.