What problem does it solve? Building cutscenes and scripted sequences in Unity requires repetitive manual work in the Timeline editor: creating Timeline assets, adding typed tracks, placing clips, and wiring bindings. This Skill automates those operations through direct skill calls against the PlayableDirector. ## Core Features & Use Cases - Timeline Asset Creation: Create a Timeline asset and its Director instance in a target folder with a single call. - Typed Track Management: Add animation, audio, activation, control, and signal tracks, list existing tracks, and remove tracks by name. - Clip and Playback Control: Add clips with start time and duration, set Timeline duration and wrap mode, bind objects to tracks, and play, pause, or stop the editor preview. - Use Case: When building a cutscene, ask the AI to create a Timeline, add an animation track bound to a character, drop a clip at second two, and preview playback without opening the Timeline window manually. ## Quick Start Create a Timeline named IntroCutscene, add an animation track bound to the Hero character, and add a five-second clip starting at zero.