unity-timeline

Create Unity Timeline assets and add typed tracks, clips, and bindings.

Updated Jun 21, 2026
One-click install
npx skills add https://github.com/du-qwq/Shader-Writing-Architecture-and-Specifications --skill unity-timeline-du-qwq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-timeline
Source: https://github.com/du-qwq/Shader-Writing-Architecture-and-Specifications/tree/main/.agents/skills/unity-skills/skills/timeline
Command: npx skills add https://github.com/du-qwq/Shader-Writing-Architecture-and-Specifications --skill unity-timeline-du-qwq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building cutscenes and sequences in Unity requires manually creating Timeline assets, adding typed tracks, placing clips, and configuring bindings in the editor, which is repetitive and slow when done by hand. ## Core Features & Use Cases - Timeline Creation: Create Timeline assets with a PlayableDirector instance in a target folder. - Typed Track Management: Add animation, audio, activation, control, and signal tracks, list existing tracks, and remove tracks by name. - Clip and Playback Control: Add clips with start time and duration, set Timeline duration and wrap mode, bind objects to tracks, and play, pause, or stop the editor preview. - Use Case: When a user asks to build a cutscene, create a Timeline asset, add an animation track bound to a character, drop clips on it, and preview the sequence directly in the editor. ## Quick Start Create a Timeline asset named IntroCutscene, add an animation track bound to the Hero character, and add a 3-second clip starting at zero.

Frequently Asked Questions about unity-timeline

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

FAQPage Schema
How do I create a Timeline asset in Unity programmatically?

Use the timeline_create skill with a name and optional folder, which defaults to Assets/Timelines. It creates the Timeline asset plus a GameObject with a PlayableDirector and returns the asset path and director instance ID.

How to add animation or audio tracks to a Unity Timeline?

Use the typed track skills such as timeline_add_animation_track, timeline_add_audio_track, timeline_add_activation_track, timeline_add_control_track, or timeline_add_signal_track. Each targets a GameObject with a PlayableDirector by name, instance ID, or hierarchy path.

Can I add keyframes directly to a Unity Timeline track?

No, Timeline works with clips rather than direct keyframes. Use timeline_add_clip to place a clip on a named track with a start time and duration in seconds.

Does timeline_play enter Unity Play mode?

No, timeline_play only drives the editor preview through PlayableDirector Evaluate and Play in the editor context. It supports play, pause, and stop actions without entering Play mode.

Why is timeline_remove_track blocked in some modes?

The remove operation is marked as a Delete operation and is statically forbidden in SemiAuto mode. It only runs in Bypass mode or when the skill is added to the allowlist.