What problem does it solve? Writing async code in Unity with UniTask is error-prone: struct single-await semantics, forgotten cancellation tokens, wrong PlayerLoopTiming, WebGL thread pool crashes, and subscription leaks cause production bugs that are hard to diagnose. 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, Preserve(), Forget(), PlayerLoopTiming, DelayType, cancellation, WhenAll/WhenAny, AsyncOperation conversion, and WebGL constraints, each citing exact source locations. - Eight deep-dive sub-docs: BASICS, PLAYERLOOP, CANCELLATION, COMPOSITION, CONVERSION, ASYNCENUMERABLE, TRIGGERS, and PITFALLS (30 concrete failure patterns with wrong/right code pairs). - Use Case: When reviewing a PR that adds async UniTask methods, load this Skill to catch double-await bugs, missing CancellationToken forwarding, undisposed AsyncReactiveProperty instances, and UniTask.RunOnThreadPool calls that will crash on WebGL builds. ## Quick Start Review my Unity async code that uses UniTask and check it against the UniTask design rules and pitfalls.