unity-timeline

Create and modify Unity Timeline assets, tracks, and clips in the Editor.

Updated Apr 11, 2026
One-click install
npx skills add https://github.com/lrbjk/FenShen_Remake_V0 --skill unity-timeline-lrbjk
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-timeline
Source: https://github.com/lrbjk/FenShen_Remake_V0/tree/main/.codex/skills/unity-skills/skills/timeline
Command: npx skills add https://github.com/lrbjk/FenShen_Remake_V0 --skill unity-timeline-lrbjk

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

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 asset and add tracks for a cutscene?

You can programmatically add an Animation Track to a Unity Timeline, bind it to a specific Animator component, and insert clips by defining their start time and duration for precise cutscene control.

Can I bind animation and audio tracks to specific GameObjects in Unity Timeline?

Yes, Unity Timeline supports setting bindings for animator targets on Animation Tracks and adding Audio Tracks for voiceover, allowing you to coordinate playback across multiple GameObjects in your cutscene.

What is the best way to manage clip timing and sequence duration in Unity Timeline?

The best way to manage clip timing in Unity Timeline is by inserting clips with specified start and duration values, setting the overall Timeline duration, and configuring wrap modes for editor preview workflows.

Does this approach work for adding Signal and Control tracks in the Unity Editor?

Yes, this approach works directly within Unity Editor workflows, supporting the addition and removal of Signal tracks for triggering events and Control tracks for nesting other Timeline instances.

Why construct Unity Timeline sequences programmatically instead of manually editing tracks?

Constructing Unity Timeline sequences programmatically eliminates the repetitive, error-prone nature of manual editing, allowing developers to rapidly assemble clips, bind objects, and manage track timing for cutscenes.