Kursach_StealthAction/.gemini/skills/timeline-director-bind/SKILL.md

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Markdown

---
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"
]
}
```