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Unity Timeline Agent Skill

Edit Unity Timeline — create Timeline assets and add typed tracks (animation, activation, audio, signal, etc.). Use when building cutscenes or sequences, creating a Timeline asset, or adding tracks and clips, even if the user just says "时间轴" or "做个过场动画". 编辑 Unity Timeline(创建 Timeline 资产、添加带类型的轨道:动画、激活、音频、信号等);当用户要制作过场或序列、创建 Timeline 资产、或添加轨道与片段时使用。

2k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-timeline

The instruction itself

16 sections, as written by the author

Timeline Skills

Create and modify Unity Timeline assets — add typed tracks, drop clips on tracks, bind objects, set duration / wrap mode, and play/pause/stop the editor preview through the PlayableDirector.

Operating Mode

  • Approval:查询类 skill(timeline_list_tracks,源码标 SkillMode.SemiAuto)直接执行;其余变更/播放类(timeline_create / add_*_track / timeline_add_clip / timeline_set_duration / timeline_play / timeline_set_binding,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
  • Auto / Bypass:未被禁列表拦截的 skill 直接执行。
  • 本模块含 Delete 类 skilltimeline_remove_track 标记为 SkillOperation.Delete,被 IsForbiddenInSemi 静态拦截 —— 仅 Bypass 模式或加入 Allowlist 才能调用。
  • timeline_play 仅驱动 Editor 预览(PlayableDirector.Evaluate / Play 在编辑器上下文),不会进入 Play mode。

DO NOT (common hallucinations):

  • timeline_create_animation / timeline_add_track do not exist → use the typed track skills: timeline_add_animation_track, timeline_add_audio_track, timeline_add_activation_track, timeline_add_control_track, timeline_add_signal_track
  • timeline_add_keyframe does not exist → Timeline uses clips, not direct keyframes; use timeline_add_clip
  • timeline_set_duration sets the Timeline asset duration, not individual clip duration

Routing:

  • For Animator parameters/states → use animator module
  • For runtime animation playback → use editor_play or write C# via script module

Skills

timeline_create

Create a new Timeline asset and Director instance.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | Yes | - | Name of the timeline/object |

| folder | string | No | "Assets/Timelines" | Folder to save asset |

Returns: { success, assetPath, gameObjectName, directorInstanceId }

timeline_add_audio_track

Add an Audio track to a Timeline.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

| trackName | string | No | "Audio Track" | Name of the new track |

Returns: { success, trackName }

timeline_add_animation_track

Add an Animation track to a Timeline, optionally binding an object.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

| trackName | string | No | "Animation Track" | Name of the new track |

| bindingObjectName | string | No | - | Name of the GameObject to bind (animator) |

Returns: { success, trackName, boundObject }

timeline_add_activation_track

Add an Activation track to control object visibility.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

| trackName | string | No | "Activation Track" | Name of the new track |

Returns: { success, trackName }

timeline_add_control_track

Add a Control track for nested Timelines or prefab spawning.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

| trackName | string | No | "Control Track" | Name of the new track |

Returns: { success, trackName }

timeline_add_signal_track

Add a Signal track for event markers.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

| trackName | string | No | "Signal Track" | Name of the new track |

Returns: { success, trackName }

timeline_remove_track

Remove a track by name from a Timeline.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

| trackName | string | No | - | Name of the track to remove |

Returns: { success, removed }

timeline_list_tracks

List all tracks in a Timeline.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

Returns: { count, tracks: [{ name, type, muted, clipCount }] }

timeline_add_clip

Add a clip to a track by track name.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

| trackName | string | No | - | Name of the target track |

| start | double | No | 0 | Clip start time in seconds |

| duration | double | No | 1 | Clip duration in seconds |

Returns: { success, trackName, clipStart, clipDuration }

timeline_set_duration

Set Timeline duration and wrap mode.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

| duration | double | No | 0 | Fixed duration in seconds |

| wrapMode | string | No | - | Wrap mode: Hold/Loop/None |

Returns: { success, duration, wrapMode }

timeline_play

Play, pause, or stop a Timeline (Editor preview).

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

| action | string | No | "play" | Action: play/pause/stop |

Returns: { success, action, time }

timeline_set_binding

Set the binding object for a track.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | - | GameObject name with PlayableDirector |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | - | GameObject hierarchy path |

| trackName | string | No | - | Name of the track |

| bindingObjectName | string | No | - | Name of the object to bind |

Returns: { success, trackName, boundTo }

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

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How to use it

Copy the folder

Take besty0728/unity-timeline from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.