Cysharp/UniTask
Provides an efficient allocation free async/await integration for Unity. observed · 2026-10-11
Health v2 · maintenance only
80/100
- Activity 98
- Release rhythm 45
- Longevity 100
How is this computed?
round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-10-21. Adoption (stars, forks) is never an input.
- gap_med: n/a
- age_days: 2711
- days_rel: 154
- days_push: 14
- n_releases_24m: 1
Adoption not part of the score
11244 stars · 1013 forks observed · 2026-10-11
What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-29, confidence not recorded
UniTask is a C# library for Unity that provides an efficient, allocation-free async/await integration. It makes Unity AsyncOperations, coroutines, and events awaitable via a struct-based UniTask type running on Unity's PlayerLoop without threads.
Use cases
- replace coroutines with async/await in Unity
- await Unity AsyncOperations like scene loads
- delay or yield frames without allocations
- await uGUI and MonoBehaviour events
- write async LINQ pipelines in Unity games
- track and debug async task leaks in Unity
When to choose
- building Unity games that need high-performance async code
- replacing coroutine-based logic with async/await
- targeting WebGL or other no-thread platforms in Unity
- you need zero-allocation async operations in game loops
When to avoid
- non-Unity .NET projects (use standard Task/ValueTask)
- simple projects where coroutines suffice
- codebases already standardized on Unity's built-in Awaitable (Unity 6+)
Facets
library · maturity stable
concurrency developer-tools developer-tools cross-platform game-engine cross-platform unity async-await zero-allocation coroutine csharp playerloop game-development
1 source
- readme: https://github.com/Cysharp/UniTask · fetched 2026-10-11 · f172a2a3438c
Member repositories
| Repository | Role | Health v2 |
|---|---|---|
| Cysharp/UniTask | main | 80 |
For agents
Data as of 2026-10-19T08:05:51.212177+00:00 · Report a problem