gamedev-unity/skills/unity-skills/skills/timeline/SKILL.md
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。
npx skillsauth add bernatmv/ai-rules unity-timelineInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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.
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。timeline_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_tracktimeline_add_keyframe does not exist → Timeline uses clips, not direct keyframes; use timeline_add_cliptimeline_set_duration sets the Timeline asset duration, not individual clip durationRouting:
animator moduleeditor_play or write C# via script moduletimeline_createCreate 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_trackAdd 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_trackAdd 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_trackAdd 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_trackAdd 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_trackAdd 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_trackRemove 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_tracksList 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_clipAdd 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_durationSet 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_playPlay, 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_bindingSet 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 names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
development
Keyword research and validation with real search-demand data — never ship keywords from intuition alone. Probes Google Autocomplete per language (free, no account) to prove demand and discover the exact phrasing people type, checks SERPs for winnability, and uses Keyword Planner/Ahrefs/Semrush exports when the user has access. Activates when: choosing or reviewing SEO keywords, meta keywords, page titles, article topics or slugs, landing page copy targeting search, App Store/ASO keyword fields, multilingual keyword sets, 'what should we rank for', 'keyword analysis', or auditing why a page doesn't rank. Also invoke it as a validation pass whenever another skill or task produces a keyword list.
development
Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。
development
Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。
data-ai
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。