# Adding clips The Timeline window supports different methods of adding clips to tracks, depending on the type of track, where you click, and whether a clip or track is already selected. The quickest method to add a clip is to right-click on an empty area within a track and select the appropriate Add option from the context menu. Depending on the track, the options for adding a clip change. ![Context menu for adding an Activation clip](images/timeline_clips_view_adding.png) _Context menu for adding an Activation clip._ There are other ways to add clips: * Select a clip option from the Track menu in the Track Header to add a clip at the location of the Timeline Playhead. * Drag an animation Source Asset from the Project window to an empty area in the Timeline window to automatically create an Animation track and add an Animation clip. * Drag an animation Source Asset from the Project window to an existing track in the Timeline window to add an Animation clip to the same track. * Drag an audio Source Asset from the Project window to an empty area in the Timeline window to automatically create an Audio track and add an Audio clip. * Drag a GameObject with a PlayableDirector component to create a nested Timeline instance. This automatically creates a Control track and adds a Control clip for the nested Timeline instance. * Drag a Prefab from the Project window to an empty area in the Timeline window to add a Prefab instance to your Timeline instance. This automatically creates a Control track and adds a Control clip for the Prefab instance. * Drag a GameObject with a Particle component to add a particle effect to your Timeline instance. This automatically creates a Control track and adds a Control clip for the duration of the Particle effect. When you add a clip, the [selected Clip Edit mode](clp_about.md) determines how the added clip interacts with surrounding clips. For example, if you add an Animation clip or an Audio clip in Mix mode and the added clip intersects a clip on the same track, Timeline [creates a blend](clp_blend.md).