unity-timeline

Automate Unity Timeline creation and modification with tracks, clips, and bindings.

1|Updated Feb 28, 2026
One-click install
npx skills add https://github.com/muddyrain/valley-mas --skill unity-timeline-muddyrain
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-timeline
Source: https://github.com/muddyrain/valley-mas/tree/main/.codex/skills/unity-skills/skills/timeline
Command: npx skills add https://github.com/muddyrain/valley-mas --skill unity-timeline-muddyrain

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity developers need an efficient way to create and manage Timelines, tracks, and clips to drive cutscenes and animations without manual setup in the editor.

Core Features & Use Cases

  • Create and modify Timeline assets and Director instances.
  • Add and configure Audio, Animation, Activation, Control, and Signal tracks for complex sequences.
  • Use cases include building cutscenes, in-game sequences, and editor automation to attach bindings at runtime.

Quick Start

Create a new Timeline asset and Director instance, then add tracks and bind objects to build the sequence.

Frequently Asked Questions about unity-timeline

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

FAQPage Schema
How do I automate Unity Timeline creation for cutscenes?

You can automate Unity Timeline creation by using predefined helpers to assemble sequences with tracks, clips, and bindings, bypassing manual editor setup. This requires predefined Timeline helpers and guardrails to ensure valid asset paths and correct bindings during automation.

What tracks can I add when automating Unity Timeline sequences?

When automating Unity Timeline sequences, you can add and configure Audio, Animation, Activation, Control, and Signal tracks. These tracks allow you to build complex cutscenes and in-game sequences programmatically.

Can I bind objects to Unity Timeline tracks at runtime?

Yes, you can bind objects to Unity Timeline tracks at runtime. The automation process attaches bindings to Director instances, allowing dynamic control over which objects are driven by the Timeline during gameplay or editor tooling.

What do I need to set up before automating Unity Timeline assets?

Before automating Unity Timeline assets, you need predefined Timeline helpers and guardrails. These ensure valid asset paths, track names, and correct bindings during automation, preventing errors when creating or modifying Director instances.

How does automating Unity Timeline compare to manual editor setup?

Automating Unity Timeline eliminates manual editor setup by programmatically assembling sequences with tracks, clips, and bindings. This approach is more efficient for game development workflows requiring complex cutscenes and in-game sequences compared to manual configuration.