What problem does it solve? Writing async code in Unity with UniTask introduces subtle failure modes—double-awaiting struct-based tasks, forgotten cancellation tokens, WebGL thread pool crashes, and subscription leaks—that standard Task-based intuition does not cover. This Skill grounds every rule in the actual UniTask 2.5.10 source code so AI-generated or reviewed async code avoids these pitfalls. ## Core Features & Use Cases - Source-Anchored Rules: Ten critical rules covering struct semantics, PlayerLoopTiming, cancellation, composition, and conversion, each citing exact file and line references in the UniTask source. - Eight Sub-Reference Documents: Deep dives into basics, PlayerLoop timing, cancellation, composition (WhenAll/WhenAny/WhenEach), interop conversion, async enumerables, lifecycle triggers, and 30 concrete pitfalls. - Use Case: When reviewing a pull request that adds async UniTask methods to a Unity MonoBehaviour, load this Skill to verify cancellation tokens are forwarded, .Forget() is called on fire-and-forget tasks, and WebGL-unsafe thread pool calls are guarded. ## Quick Start Ask the AI to review your async UniTask code or help you write a new async UniTask method with proper cancellation handling.