Animation Rigging desyncs when using Sequence Editorial track cuts

Hey everyone, I’m currently trying to implement a workflow for creating cinematics into a project I work on. I’m currently using Sequences, Timelines, Animation Rigging, and Cinemachine and have an issue where for a brief moment or two when making editorial cuts/cut shots to the next shot, where there’s a noticeable desync with Animation Rigging between what’s on screen in the previous shot to the next. In editor everything looks fine, but in play it functions much more differently.

I’ve set up the Sequence so that the editorial clip contains the baseline timeline where all of the characters and animation content are for the cinematic. Whenever a shot is cut, regardless of how far into the timeline the sequence cut is, such as at the spot of an intended camera cut or well into the animation playing out, the desync still occurs. I have different override tracks with IK animation clips which represent the separate layers of IK each character has for their animations, which also have cuts when needed when moving from one shot to the next. The Multi-Parent constraint is used on the hands to parent them to empties on the hoverboard the characters hand to each other, giving the illusion that they’re holding onto it as it moves around. This seems to be part of the issue as this desync doesn’t seem to occur when the HandIK targets themselves are directly animated.

Any help on this would be greatly appreciated, thanks!

You’re using so many overlapping systems, its really hard to debug whats wrong with it. I’d recommend cutting at least the animation rigging layer, to see if the problem persists. Unity culls animators that are not on camera view, Unity - Scripting API: AnimatorCullingMode, give it a try setting all animators “Animate always”,