What problem does it solve? Writing async code in Unity with UniTask is error-prone: struct 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 struct semantics, Preserve(), Forget(), PlayerLoopTiming, DelayType, cancellation, WhenAll/WhenAny, and WebGL constraints, each citing exact source locations. - Eight deep-dive sub-docs: BASICS, PLAYERLOOP, CANCELLATION, COMPOSITION, CONVERSION, ASYNCENUMERABLE, TRIGGERS, and a 30-item PITFALLS catalog with wrong-vs-right code pairs. - Use Case: When asked to write an async asset-loading flow, the Skill routes to CONVERSION.md for AssetBundle.LoadFromFileAsync().ToUniTask() with progress and cancellation, then to PITFALLS.md to avoid double-await and unscoped subscription leaks. ## Quick Start Ask the AI to review or write an async UniTask method, such as loading an AssetBundle with progress reporting and cancellation on GameObject destroy.