What problem does it solve?
Helps developers decide how to schedule, run, and clean up asynchronous or repeated work in Unity projects, clarifying when to use Update, coroutines, UniTask, timers, or plain events and how to own cancellation and lifecycle.
Core Features & Use Cases
- Decision Ladder: Walks through determining whether work needs per-frame updates, short Unity-bound sequences, or background async flows.
- Lifecycle Ownership: Advises who should start, cancel, and clean up work (OnEnable/OnDisable/OnDestroy symmetry, IDisposable use cases).
- Trade-offs & Performance: Explains hot-path risks of Update, when coroutines are simplest, and when UniTask is justified by project dependency needs.
- Use Case: Choose between Update for continuous input polling, coroutines for short sequences and timed events, timers for detached scheduling, and UniTask when the project already depends on async/await utilities.
Quick Start
Recommend whether to use Update, coroutine, UniTask, or a timer for a given Unity task and specify lifecycle ownership and cancellation strategy.