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 management 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: Defines who starts, cancels, and cleans up async work, with subscribe-unsubscribe symmetry via OnEnable/OnDisable/OnDestroy. - 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 clear cancellation ownership. ## Quick Start Ask the skill whether you should use a coroutine or UniTask for scheduling a delayed action in your Unity MonoBehaviour.