unity-timeline

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

Updated Oct 13, 2025
One-click install
npx skills add https://github.com/Darth-Carrotpie/ProxyCore --skill unity-timeline-darth-carrotpie
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-timeline
Source: https://github.com/Darth-Carrotpie/ProxyCore/tree/main/.agents/skills/unity-skills/skills/timeline
Command: npx skills add https://github.com/Darth-Carrotpie/ProxyCore --skill unity-timeline-darth-carrotpie

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

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 from an AI agent?▼

Use the timeline_create skill with a name and optional folder, which defaults to Assets/Timelines. It returns the asset path, GameObject name, and PlayableDirector instance ID used by all subsequent track and clip operations.

How to add animation or audio tracks to a Unity Timeline?▼

Call the typed track skills such as timeline_add_animation_track or timeline_add_audio_track, targeting the GameObject by name, instance ID, or hierarchy path. The animation track optionally binds an animator object during creation.

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 runtime animation, use the animator or script modules instead.

Does timeline playback 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?▼

The remove operation is marked as a Delete operation and is statically forbidden in SemiAuto mode. It only executes in Bypass mode or when explicitly added to the allowlist, preventing accidental track deletion.