--- name: timeline-director-bind description: Bind a `TimelineAsset` to a scene GameObject's `PlayableDirector` (adding the component if missing). Optionally set the play-on-awake flag. Returns the director's GameObject and instanceId. metadata: generated-by: mcp-plugin-dotnet --- # Timeline / Bind PlayableDirector Assign a `TimelineAsset` as the playable of a scene `PlayableDirector` so the timeline can be played at runtime/in the editor. If the GameObject has no `PlayableDirector`, one is added. ## Inputs - `gameObjectRef` — the scene GameObject to host/own the `PlayableDirector` (required). - `assetPath` — the `.playable` TimelineAsset to bind (required). - `playOnAwake` — optional flag to set `PlayableDirector.playOnAwake`. ## Behavior Resolves the GameObject, ensures a `PlayableDirector`, sets `playableAsset` to the loaded `TimelineAsset`, applies `playOnAwake` when provided, marks the scene dirty, and returns the director GameObject reference + instanceId. Runs on the Unity main thread. ## How to Call ```bash unity-mcp-cli run-tool timeline-director-bind --input '{ "gameObjectRef": "string_value", "assetPath": "string_value", "playOnAwake": "string_value" }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool timeline-director-bind --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool timeline-director-bind --input-file - <<'EOF' > {"param": "value"} > EOF > ``` ### Troubleshooting If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead. Read the /unity-initial-setup skill for detailed installation instructions. ## Input | Name | Type | Required | Description | |------|------|----------|-------------| | `gameObjectRef` | `any` | Yes | Reference to the scene GameObject that should own the PlayableDirector. | | `assetPath` | `string` | Yes | Assets-rooted path to the TimelineAsset (.playable) to bind. | | `playOnAwake` | `any` | No | Optional value for PlayableDirector.playOnAwake. | ### Input JSON Schema ```json { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "assetPath": { "type": "string" }, "playOnAwake": { "$ref": "#/$defs/System.Boolean" } }, "$defs": { "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "System.Type": { "type": "string" }, "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$ref": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Find GameObject in opened Prefab or in the active Scene." }, "System.Boolean": { "type": "boolean" } }, "required": [ "gameObjectRef", "assetPath" ] } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Timeline-DirectorBindResponse" } }, "$defs": { "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$ref": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Find GameObject in opened Prefab or in the active Scene." }, "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "System.Type": { "type": "string" }, "AIGD.ComponentRef": { "type": "object", "properties": { "index": { "type": "integer", "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1." }, "typeName": { "type": "string", "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null." }, "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'." } }, "required": [ "index", "instanceID" ], "description": "Component reference. Used to find a Component at GameObject." }, "com.IvanMurzak.Unity.MCP.Editor.API.Tool_Timeline-DirectorBindResponse": { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef", "description": "Reference to the GameObject hosting the PlayableDirector." }, "directorRef": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Reference to the PlayableDirector component." }, "instanceId": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "Instance id of the director GameObject." }, "assetPath": { "type": "string", "description": "Project path of the bound TimelineAsset." }, "playOnAwake": { "type": "boolean", "description": "Resulting playOnAwake flag." }, "success": { "type": "boolean", "description": "Whether the operation succeeded." } }, "required": [ "instanceId", "playOnAwake", "success" ] } }, "required": [ "result" ] } ```