What problem does it solve? Building cutscenes and sequences in Unity requires repetitive manual work in the Timeline editor: creating assets, adding typed tracks, placing clips, and binding objects. This Skill exposes those operations as callable editor commands so an AI agent can construct and preview Timelines programmatically. ## Core Features & Use Cases - Timeline and Track Creation: Create Timeline assets and add typed tracks (Animation, Audio, Activation, Control, Signal) to a PlayableDirector. - Clip and Binding Management: Add clips with start time and duration, set track bindings, list tracks, and configure asset duration and wrap mode. - Editor Preview Control: Play, pause, or stop the Timeline preview in the editor via the PlayableDirector without entering Play mode. - Use Case: Ask the agent to build a cutscene by creating a Timeline, adding an animation track bound to a character, dropping clips at specific timestamps, and previewing the result in the editor. ## Quick Start Create a new Unity Timeline named IntroCutscene, add an animation track bound to the Hero character, and place a two-second clip at the start.