I have no trouble animating objects, like changing transform.position, using timeline as long as the objects are part of the scene, but I’m kind of stuck figuring out how Timeline wants me to deal with objects that are instantiated run time.
I have this problem and often will bind to a dummy object that is in a “simulated” position in the editor so I can still scrub the timeline without starting the game. Upon game start, that object has a script that switches the attachment to the actual instantiated object instead of the simulated one.