I would always strongly advice in greating big self-containable tasks that are specific to the game you are making. That way they can be reused throuout the game easily, instead of trying each time to “hack” around a specific behaviour out of smaller tasks.
This is practicaly the reason why I haven’t included hundreds of tiny tasks like for example Vector3.Angle or Max etc. I really think that in a real project creating behaviour out of such tiny tasks is more of a pain than a gain, instead of writing specific tasks FOR the game.
I hope this helps 🙂
Sure, let us know how it goes 😉