What problem does it solve? Building cutscenes and sequences in Unity requires manually creating Timeline assets, adding typed tracks, placing clips, and wiring bindings in the editor, which is slow and repetitive when done by hand. ## Core Features & Use Cases - Timeline Creation: Create Timeline assets with a PlayableDirector instance and save them to a configurable folder. - Typed Tracks & Clips: Add animation, audio, activation, control, and signal tracks, then drop clips with start time and duration onto any track. - Bindings & Playback: Bind GameObjects to tracks, set Timeline duration and wrap mode, and drive editor preview play, pause, and stop through the PlayableDirector. - Use Case: When a user asks to build a cutscene, create a Timeline asset, add an animation track bound to a character, add an audio track, place clips at specific times, and preview the sequence in the editor. ## Quick Start Create a Timeline named IntroCutscene, add an animation track bound to the Hero character, and add a 3-second clip starting at 0 seconds.