unity-timeline

Create and edit Unity Timeline assets, tracks, clips, and bindings.

Updated Aug 31, 2026
One-click install
npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-timeline-pikachu0310
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-timeline
Source: https://github.com/pikachu0310/codex-agent-ops-public/tree/main/.agents/skills/unity-skills/skills/timeline
Command: npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-timeline-pikachu0310

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

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 programmatically?

Use the timeline_create command with a name and optional folder, which defaults to Assets/Timelines. It returns the asset path, GameObject name, and PlayableDirector instance ID for use in subsequent track and clip operations.

How do I add tracks to a Unity Timeline?

Use the typed track commands such as timeline_add_animation_track, timeline_add_audio_track, timeline_add_activation_track, timeline_add_control_track, or timeline_add_signal_track. There is no generic timeline_add_track command; each track type has its own skill.

Can I add keyframes directly to a Unity Timeline?

No, Timeline works with clips rather than direct keyframes. Use timeline_add_clip with a track name, start time, and duration in seconds. For Animator parameters or states, use the animator module instead.

Does timeline_play enter Unity Play mode?

No, timeline_play only drives the editor preview through PlayableDirector Evaluate and Play in the editor context. It supports play, pause, and stop actions without entering Play mode.

Why is timeline_remove_track blocked in semi-auto mode?

timeline_remove_track is marked as a Delete operation and is statically forbidden in SemiAuto mode. It can only run in Bypass mode or after being added to the allowlist, while query skills like timeline_list_tracks execute directly.