unity-timeline

Create Unity Timeline assets, add tracks, and bind PlayableDirector objects programmatically.

Updated Apr 15, 2026
One-click install
npx skills add https://github.com/Yuan-Zzzz/FrogRE --skill unity-timeline-yuan-zzzz
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-timeline
Source: https://github.com/Yuan-Zzzz/FrogRE/tree/main/.codex/skills/unity-skills/skills/timeline
Command: npx skills add https://github.com/Yuan-Zzzz/FrogRE --skill unity-timeline-yuan-zzzz

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity developers need a structured, programmable way to create, modify, and manage Timeline assets and PlayableDirector bindings without manual Unity editor fiddling.

Core Features & Use Cases

  • Create a new Timeline asset and Director instance.
  • Add and configure Audio/Animation/Activation/Signal tracks and clip content.
  • Bind actors and control playback for cutscenes and runtime sequences.

Quick Start

Create and configure a new Timeline in a scene, then add tracks and bind objects to drive a sequence.

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 and bind tracks programmatically?

To create a Unity Timeline programmatically, you can instantiate a Director instance, add Audio or Animation tracks, and set object bindings to drive cutscene sequences without manual editor fiddling. Guardrails prevent invalid operations during asset creation and track binding.

Can I control Unity Timeline playback for runtime sequences and cutscenes?

Yes, you can control Unity Timeline playback for runtime sequences and cutscenes by orchestrating PlayableDirector bindings programmatically. This handles gameplay moments and UI-driven timelines, allowing you to set parameters to create timelines and control playback.

What types of tracks can I add and configure in a Unity Timeline via code?

You can add and configure Audio, Animation, Activation, and Signal tracks within a Unity Timeline via code. This allows you to manage clip content and bind actors to drive sequences across game scenes and runtime sequences.

Does programmatic Unity Timeline creation work across different game scenes?

Yes, programmatic Unity Timeline creation works across game scenes and runtime sequences. It enables developers to orchestrate cutscenes, gameplay moments, and UI-driven timelines by creating assets and setting PlayableDirector bindings without manual Unity editor fiddling.

What is the best way to manage PlayableDirector bindings without using the Unity editor?

The best way to manage PlayableDirector bindings without the Unity editor is to use a structured, programmable approach to create, modify, and manage Timeline assets. This method includes guardrails to prevent invalid operations during track binding and playback control.

Are there guardrails to prevent invalid operations when modifying Unity Timelines programmatically?

Yes, there are guardrails to prevent invalid operations when modifying Unity Timelines programmatically. These constraints ensure safe asset creation, track binding, and playback control for animation and audio tracks across your game scenes and runtime sequences.