What problem does it solve? Writing async code in Unity with UniTask is error-prone: struct-based single-await semantics, forgotten cancellation tokens, wrong PlayerLoopTiming, and WebGL thread-pool crashes cause subtle production bugs. 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 UniTask struct semantics, Preserve(), Forget(), PlayerLoopTiming, DelayType, cancellation tokens, WhenAll/WhenAny, and WebGL constraints, each citing exact source locations. - Topical sub-documents: Deep references for basics, PlayerLoop timing, cancellation, composition, conversion/interop, AsyncEnumerable/reactive streams, lifecycle triggers, and 30 concrete pitfalls. - Use Case: Before writing an async UniTask method that loads an AssetBundle with progress and cancellation, load this Skill to get the correct ToUniTask(progress, cancellationToken) signature, the GetCancellationTokenOnDestroy() pattern, and the checklist for avoiding double-await and subscription leaks. ## Quick Start Ask the AI to review or write UniTask async code for Unity, such as a cancellable asset-loading method with progress reporting, and have it apply the UniTask design rules and pitfall checklist.