What problem does it solve?
Helps developers choose and apply the appropriate Unity scheduling and lifecycle model (Update, coroutine, UniTask, or timers) and design clear cancellation and cleanup ownership to avoid resource leaks, unnecessary dependencies, and performance problems.
Core Features & Use Cases
- Decision ladder: Guides whether work should be event-driven, coroutine-based, UniTask-based, timer-driven, or implemented in Update for true continuous simulation.
- Lifecycle & cancellation: Advises who owns start/stop responsibilities, how to unsubscribe in OnDisable/OnDestroy, and when to use IDisposable versus Unity lifecycle methods.
- Performance guidance: Highlights hot-path risks, caching, and when heavier alternatives are unnecessary.
- Use Case: Decide between coroutine and UniTask for a cancellable network download started from a UI interaction, or whether to consolidate multiple Update checks into an event-driven system.
Quick Start
Ask for a recommendation: "Recommend whether to use Update, coroutine, UniTask, or a timer for a MonoBehaviour that polls input and starts cancellable downloads, and specify lifecycle ownership and cancellation strategy."