What problem does it solve?
Creating and editing Unity Timeline assets, tracks, and clips by hand can be repetitive, error-prone, and slow when building cutscenes or coordinating animation and audio across multiple GameObjects. This Skill centralizes common Timeline operations so artists and developers can programmatically construct sequences, bind objects, and manage clip timing inside the Unity Editor.
Core Features & Use Cases
- Timeline creation: Create Timeline assets and PlayableDirector instances in a target folder to start new sequences.
- Track management: Add or remove Animation, Audio, Activation, Control, and Signal tracks and list track metadata.
- Clip and binding control: Insert clips by start and duration, set bindings for animator targets, and set Timeline duration and wrap mode for editor preview workflows.
- Use Case: Assemble a level intro cutscene by creating a Timeline named "LevelIntro", adding an Animation Track bound to the player animator, adding an Audio Track for voiceover, and placing timed clips for coordinated playback.
Quick Start
Add an Animation Track to the "LevelIntro" timeline, bind it to the Player animator, and insert a 3 second clip starting at 1.5 seconds.