unity-timeline

Create and manage Unity Timeline assets with typed tracks, clips, and bindings.

1|Updated May 21, 2026
One-click install
npx skills add https://github.com/YiDuandtdt/Bone-Throne --skill unity-timeline-yiduandtdt
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-timeline
Source: https://github.com/YiDuandtdt/Bone-Throne/tree/main/.agents/skills/unity-skills/skills/timeline
Command: npx skills add https://github.com/YiDuandtdt/Bone-Throne --skill unity-timeline-yiduandtdt

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity developers spend time manually configuring and syncing Timeline assets to drive cutscenes and in-game sequences. This Skill provides a structured approach to create and modify Timeline assets, add typed tracks (Animation/Audio/Activation/Control/Signal), drop clips, bind objects, set duration and wrap mode, and preview within the Editor via PlayableDirector.

Core Features & Use Cases

  • Create a new Timeline asset and Director instance.
  • Add typed tracks (Animation/Audio/Activation/Control/Signal) and drop clips.
  • Bind scene objects to tracks, adjust duration and wrap mode, and preview edits in the Editor.

Quick Start

Create a new Timeline asset, add a typed track, bind objects, and preview the result using PlayableDirector in the Editor.

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 with typed tracks for cutscenes?

To create a Unity Timeline for cutscenes, generate a Timeline asset and Director instance, add typed tracks like Animation or Audio, bind scene objects, drop clips, and preview edits using PlayableDirector.

What typed tracks can I add when managing Unity Timeline assets?

When managing Unity Timeline assets, you can add typed tracks including Animation, Audio, Activation, Control, and Signal tracks to structure cutscenes, sequences, and gameplay moments.

Can I preview Unity Timeline edits in the Editor before runtime?

Yes, you can preview Unity Timeline edits directly in the Editor before runtime by using PlayableDirector to play back and evaluate bound tracks, clips, and sequence changes.

How do I bind scene objects to Unity Timeline tracks?

To bind scene objects to Unity Timeline tracks, assign target GameObjects to the corresponding track slots in the PlayableDirector component, linking clips to specific scene entities.

What is the best way to control cutscene duration and wrap mode in Unity?

The best way to control cutscene duration and wrap mode in Unity is to configure the Timeline asset settings within the PlayableDirector, defining sequence length and post-playback behavior.