What problem does it solve? Writing async code in Unity with UniTask is error-prone: struct single-await semantics, forgotten cancellation tokens, wrong PlayerLoopTiming, and WebGL thread-pool crashes cause subtle production bugs. This Skill grounds every rule in the actual UniTask 2.5.10 source (file and line citations) so AI-generated or reviewed async code avoids hallucinated APIs and known pitfalls. ## Core Features & Use Cases - Source-anchored rule set: Ten critical rules covering struct semantics, PlayerLoop timing, cancellation, composition, and conversion, each citing concrete UniTask source locations. - Eight deep-dive sub-docs: BASICS, PLAYERLOOP, CANCELLATION, COMPOSITION, CONVERSION, ASYNCENUMERABLE, TRIGGERS, and PITFALLS (30 concrete failure patterns) loaded on demand. - Use Case: When asked to write an async enemy AI loop, the Skill enforces passing CancellationToken through the call chain, scoping EveryValueChanged subscriptions to GetCancellationTokenOnDestroy, and guarding RunOnThreadPool for WebGL targets. ## Quick Start Ask the agent to review or write an async UniTask method, such as a cancellable asset-loading routine with progress reporting, and it will apply the UniTask design rules automatically.