unity-timeline

Create and configure Unity Timelines with tracks, clips, and PlayableDirector bindings.

8|1|Updated Oct 7, 2025
One-click install
npx skills add https://github.com/Zzulin/unity-project01 --skill unity-timeline-zzulin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-timeline
Source: https://github.com/Zzulin/unity-project01/tree/main/URP1/Plugins/Unity-Skills-main/SkillsForUnity/unity-skills~/skills/timeline
Command: npx skills add https://github.com/Zzulin/unity-project01 --skill unity-timeline-zzulin

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity Timeline operations simplify building and orchestrating complex scenes by programmatically creating timelines, adding tracks, binding objects, and controlling playback across sequences and cutscenes.

Core Features & Use Cases

  • Timeline creation and management
  • Adding audio/animation tracks and clips, binding objects, controlling playback
  • Use-case: creating a cinematic cutscene or in-game sequence with synchronized media

Quick Start

Create a new Timeline and add an animation and audio track to start a simple cutscene.

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 for a cutscene programmatically?

To create a Unity Timeline for a cutscene programmatically, you can automate the creation and configuration of Timelines and PlayableDirector setups directly inside the editor. This allows you to generate tracks, clips, and object bindings for your gameplay sequences without manual editor manipulation.

How do I add audio and animation tracks to a Unity Timeline?

You can add audio and animation tracks to a Unity Timeline by using a defined API surface to append tracks and insert clips. This allows you to synchronize media and animations directly within your cutscene sequences, adjusting durations and bindings to orchestrate complex scenes.

Can I bind objects and control playback in Unity Timeline through code?

Yes, you can bind objects and control playback in Unity Timeline through code. The API supports binding objects to tracks and managing playback controls, allowing developers to programmatically orchestrate complex cinematic sequences and gameplay events.

What is the best way to orchestrate complex gameplay sequences in Unity?

The best way to orchestrate complex gameplay sequences in Unity is by programmatically creating Timelines and managing PlayableDirector setups. This approach simplifies building scenes by adding tracks, binding objects, and controlling playback across synchronized media.

Do I need to manually configure PlayableDirector setups for every Unity cutscene?

No, you do not need to manually configure PlayableDirector setups for every Unity cutscene. You can automate the creation and configuration of PlayableDirector setups inside the editor, streamlining the process of assembling scenes and managing timeline tracks, clips, and bindings.

Unity Timeline not working when synchronizing media across multiple tracks?

When Unity Timeline synchronization across multiple tracks is not working, verify that object bindings are correctly assigned and clip durations are adjusted properly. Automating these operations through a defined API surface ensures accurate playback control and synchronized media across sequences.