unity-timeline

Create and edit Unity Timeline assets with typed tracks and clips.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill unity-timeline-dycuong03
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-timeline
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-skills/skills/timeline
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill unity-timeline-dycuong03

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill solves the friction of creating and updating Unity Timeline assets by guiding you through adding the right typed tracks, placing clips, binding target objects, and previewing playback safely without entering Play mode.

Core Features & Use Cases

  • Create Timeline + Director: generates a usable Timeline asset and PlayableDirector setup for further editing.
  • Add typed tracks & clips: adds animation/audio/activation/control/signal tracks and drops clips with explicit start time and duration.
  • Bind tracks and preview: assigns binding objects for track playback and drives editor preview with play/pause/stop via PlayableDirector.

Quick Start

Tell the AI to create a Timeline asset named "Cutscene01" under Assets/Timelines, add an Animation Track bound to "PlayerAnimator", place a clip from 0 to 2 seconds, then play the editor preview.

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 Unity Timeline cutscene without entering Play mode?

You can create a Unity Timeline cutscene without Play mode by adding typed tracks, placing clips, configuring bindings, and driving editor preview via PlayableDirector. This enables deterministic cutscene playback directly in the Unity editor.

What typed tracks can I add to a Unity Timeline asset for cutscenes?

You can add animation, audio, activation, control, and signal tracks to a Unity Timeline asset. These typed tracks allow you to place clips with explicit start times and durations to build complex cutscene sequences.

How do I bind target objects to Unity Timeline tracks for playback?

You bind target objects to Unity Timeline tracks by assigning them via the timeline_set_binding function. This ensures the PlayableDirector correctly references the necessary animators or game objects during editor preview.

Can I use signal-driven event timelines with Unity Timeline editor preview?

Yes, you can use signal-driven event timelines with Unity Timeline editor preview. By adding signal tracks and clips, you can trigger events deterministically during PlayableDirector playback without entering runtime Play mode.

What is the best way to structure Unity Timeline clips for deterministic results?

The best way to structure Unity Timeline clips for deterministic results is to use explicit start times and durations when placing clips on typed tracks. Configure wrap modes and use the timeline_play function to ensure exact playback control.