agentleFS
batihandevbatihandev/unity-mcp-skills/skills/timeline/SKILL.md

unity-timeline

Skill7 starsChanged 7 months agoMITView on GitHub

Use when users want to create timelines or add animation/audio tracks.

The file

We split this skill into the rules it gives an agent

9 rules. About 0 are common, 9 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈9

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Create and modify Unity Timelines.

    line 10
  2. Distinctive:

    Create a new Timeline asset and Director instance.

    line 28
  3. Distinctive:

    Add an Audio track to a Timeline.

    line 38
  4. Distinctive:

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

    line 50
  5. Distinctive:

    Add an Activation track to control object visibility.

    line 63
  6. Distinctive:

    Add a Control track for nested Timelines or prefab spawning.

    line 75
  7. Distinctive:

    Add a Signal track for event markers.

    line 87
  8. Distinctive:

    Remove a track by name from a Timeline.

    line 99
  9. Distinctive:

    Add a clip to a track by track name.

    line 122

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Timeline Skills

Overview

Create and modify Unity Timelines.

Common Mistakes

DO NOT (common hallucinations):

  • Package not installed → recipes silently fail; install first: Unity_PackageManager_ExecuteAction with packageId=com.unity.timeline, action=Add
  • 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.

ParameterTypeRequiredDefaultDescription
namestringYes-Name of the timeline/object
folderstringNo"Assets/Timelines"Folder to save asset

Returns: { success, assetPath, gameObjectName, directorInstanceId }

timeline_add_audio_track

Add an Audio track to a Timeline.

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path
trackNamestringNo"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.

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path
trackNamestringNo"Animation Track"Name of the new track
bindingObjectNamestringNo-Name of the GameObject to bind (animator)

Returns: { success, trackName, boundObject }

timeline_add_activation_track

Add an Activation track to control object visibility.

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path
trackNamestringNo"Activation Track"Name of the new track

Returns: { success, trackName }

timeline_add_control_track

Add a Control track for nested Timelines or prefab spawning.

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path
trackNamestringNo"Control Track"Name of the new track

Returns: { success, trackName }

timeline_add_signal_track

Add a Signal track for event markers.

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path
trackNamestringNo"Signal Track"Name of the new track

Returns: { success, trackName }

timeline_remove_track

Remove a track by name from a Timeline.

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path
trackNamestringNo-Name of the track to remove

Returns: { success, removed }

timeline_list_tracks

List all tracks in a Timeline.

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path

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

timeline_add_clip

Add a clip to a track by track name.

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path
trackNamestringNo-Name of the target track
startdoubleNo0Clip start time in seconds
durationdoubleNo1Clip duration in seconds

Returns: { success, trackName, clipStart, clipDuration }

timeline_set_duration

Set Timeline duration and wrap mode.

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path
durationdoubleNo0Fixed duration in seconds
wrapModestringNo-Wrap mode: Hold/Loop/None

Returns: { success, duration, wrapMode }

timeline_play

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

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path
actionstringNo"play"Action: play/pause/stop

Returns: { success, action, time }

timeline_set_binding

Set the binding object for a track.

ParameterTypeRequiredDefaultDescription
namestringNo-GameObject name with PlayableDirector
instanceIdintNo0GameObject instance ID
pathstringNo-GameObject hierarchy path
trackNamestringNo-Name of the track
bindingObjectNamestringNo-Name of the object to bind

Returns: { success, trackName, boundTo }

Recipes

Recipe path rule: ../../recipes/timeline/<command>.md

See ../../recipes/timeline/<command>.md for C# templates.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.