What problem does it solve? Building cutscenes and sequences in Unity requires repetitive editor work: creating Timeline assets, adding typed tracks, placing clips, and wiring bindings. This Skill exposes those operations as direct commands so an AI agent can construct and preview Timelines without manual editor clicking. ## Core Features & Use Cases - Timeline Creation: Create Timeline assets and PlayableDirector instances in a target folder. - Typed Track Management: Add animation, audio, activation, control, and signal tracks, list existing tracks, and remove tracks by name. - Clips, Duration & Preview: Add clips with start/duration, set Timeline duration and wrap mode, bind objects to tracks, and play/pause/stop the editor preview via the PlayableDirector. - Use Case: Ask the agent to build a cutscene: create a Timeline, add an animation track bound to a character, drop an audio track with a clip, set a 12-second duration, and preview it in the editor. ## Quick Start Create a Timeline named IntroCutscene with an animation track bound to the Hero character and a 10 second duration, then play the editor preview.