How To Play Timeline Use Time Round To Frame

When I use PlayableDirector to play a 30FPS Timeline with "GameTime" update mode, it will appear some unwished blending animation.

I tried use "Manual" update mode, and evaluate PlayableDirector in time round to frame. This solution can get correct animations, but the marks in timeline will not notify anymore.

[quote=“newfolder_hugh”, post:1, topic: 851821]
When I use PlayableDirector to play a 30FPS Timeline with “GameTime” update mode, it will appear some unwished blending animation.

I tried use “Manual” update mode, and evaluate PlayableDirector in time round to frame. This solution can get correct animations, but the marks in timeline will not notify anymore.
[/quote]
Did you ever figure this out? I’m having the same problem. Timeline evaluates the animation by lerping between values rather than just playing frames and that makes my technical animation get all glitchy

How about set the speed of the PlayableGraph every frame, so that it can run in a (faked) fixed framerate.

        private void Update()
        {
                var playableGraph = playableDirector.playableGraph;
                var root = playableGraph.GetRootPlayable(0);
                root.SetSpeed(1d / 60d / Time.deltaTime); // delta time to fixed 60fps
        }