What problem does it solve? Inspecting a Unity TimelineAsset's structure normally requires opening the Timeline window in the Unity Editor, which blocks automated or AI-driven workflows. This Skill enumerates all output tracks of a .playable asset programmatically, returning names, types, mute/lock states, clip counts, and clip timing in a structured JSON response. ## Core Features & Use Cases - Track Enumeration: Lists every output track of a TimelineAsset with name, type, root index, muted and locked flags, and clip count. - Clip Timing Details: Optionally includes each track's clips with start, duration, end, blend-in/out durations, and PlayableAsset type. - Read-Only Inspection: Runs on the Unity main thread without modifying the asset, making it safe for auditing and analysis. - Use Case: Before editing a cinematic timeline, ask the AI to list all tracks and clips in 'Assets/Cinematics/intro.playable' to understand its structure and verify clip placement. ## Quick Start Ask the AI to list all tracks and clips of the TimelineAsset at Assets/Timeline/intro.playable using the timeline-track-list tool.