timeline-director-bind

Binds a TimelineAsset to a scene GameObject's PlayableDirector component in Unity.

Updated May 20, 2026
One-click install
npx skills add https://github.com/Alltwice/Unity-3D-Project --skill timeline-director-bind-alltwice
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: timeline-director-bind
Source: https://github.com/Alltwice/Unity-3D-Project/tree/main/.agents/skills/timeline-director-bind
Command: npx skills add https://github.com/Alltwice/Unity-3D-Project --skill timeline-director-bind-alltwice

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires unity-mcp-cli.

What problem does it solve? Manually wiring a TimelineAsset to a PlayableDirector in Unity requires repetitive editor clicks; this Skill automates the binding so timelines can be played at runtime or in the editor without manual setup. ## Core Features & Use Cases - Automatic Component Setup: Adds a PlayableDirector component to the target GameObject if one is missing. - Asset Binding: Assigns a .playable TimelineAsset as the director's playableAsset and optionally sets the playOnAwake flag. - Use Case: While building a cutscene system, bind 'Assets/Timelines/intro.playable' to the 'CutsceneManager' GameObject with playOnAwake enabled, and receive the director's GameObject reference and instanceId for follow-up operations. ## Quick Start Ask the AI to bind the TimelineAsset at 'Assets/Timelines/intro.playable' to the GameObject named 'CutsceneManager' with playOnAwake set to true.

Frequently Asked Questions about timeline-director-bind

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I bind a TimelineAsset to a PlayableDirector in Unity?▼

Provide the scene GameObject reference and the Assets-rooted path to the .playable TimelineAsset. The tool ensures a PlayableDirector exists on the GameObject, assigns the asset as its playableAsset, and marks the scene dirty.

How to set playOnAwake on a Unity PlayableDirector?▼

Pass the optional playOnAwake boolean parameter when binding the timeline. The tool applies the value to PlayableDirector.playOnAwake and returns the resulting flag in the response.

What happens if the GameObject has no PlayableDirector component?▼

A PlayableDirector component is automatically added to the resolved GameObject before the TimelineAsset is assigned, so no manual component setup is required beforehand.

Why is unity-mcp-cli not found when running the tool?▼

The CLI is not installed or not on your PATH. Install it globally with 'npm install -g unity-mcp-cli' or invoke it via 'npx unity-mcp-cli', and check the unity-initial-setup skill for detailed installation steps.

How do I reference the target GameObject for timeline binding?▼

Use a GameObjectRef with an instanceID (highest priority), a hierarchy path like 'character/hand', or a GameObject name. The tool resolves the reference in the active scene or opened prefab on the Unity main thread.