85 lines
2.4 KiB
Markdown
85 lines
2.4 KiB
Markdown
---
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name: timeline-director-bind
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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.
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metadata:
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generated-by: mcp-plugin-dotnet
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---
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# Timeline / Bind PlayableDirector
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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.
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## Inputs
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- `gameObjectRef` — the scene GameObject to host/own the `PlayableDirector` (required).
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- `assetPath` — the `.playable` TimelineAsset to bind (required).
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- `playOnAwake` — optional flag to set `PlayableDirector.playOnAwake`.
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## Behavior
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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.
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## How to Call
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```bash
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unity-mcp-cli run-tool timeline-director-bind --input '{
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"gameObjectRef": "string_value",
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"assetPath": "string_value",
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"playOnAwake": false
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}'
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```
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> For complex input (multi-line strings, code), save the JSON to a file and use:
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> ```bash
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> unity-mcp-cli run-tool timeline-director-bind --input-file args.json
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> ```
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>
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> Or pipe via stdin (recommended):
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> ```bash
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> unity-mcp-cli run-tool timeline-director-bind --input-file - <<'EOF'
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> {"param": "value"}
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> EOF
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> ```
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### Troubleshooting
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If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead.
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Read the /unity-initial-setup skill for detailed installation instructions.
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## Input
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| Name | Type | Required | Description |
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|------|------|----------|-------------|
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| `gameObjectRef` | `string` | Yes | Reference to the scene GameObject that should own the PlayableDirector. RQL: GameObjectRef |
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| `assetPath` | `string` | Yes | Assets-rooted path to the TimelineAsset (.playable) to bind. |
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| `playOnAwake` | `boolean` | No | Optional value for PlayableDirector.playOnAwake. |
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### Input JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"gameObjectRef": {
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"type": "string"
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},
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"assetPath": {
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"type": "string"
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},
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"playOnAwake": {
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"type": "boolean"
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}
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},
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"required": [
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"gameObjectRef",
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"assetPath"
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]
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}
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```
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## Output
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This tool does not return structured output.
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