What problem does it solve? Building cutscenes and scripted sequences in Unity requires manually creating Timeline assets, adding typed tracks, placing clips, and wiring bindings in the editor, which is slow and repetitive 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.