Pause Timeline - Keep Cinemachine alive?

I’d like to pause a timeline but keep the Cinemachine virtual camera still working? Now when I pause and then resume, there is a camera hiccup.

Found the answer in this thread:

Essentially though, instead of playableDirector.Pause() you use:
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(0);

and then SetSpeed(1) to resume.

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Just a quick question - do you pause the timeline using a script (incl.the SetSpeed line) on an object being activated by an activation track, or a signal that runs a script with the SetSpeed(0) line?
From my experience it seemed that the signal pauses the timeline better than an activated object that has the same script for setting timeline pause. But looking at things now I am considering of getting back to the dirty way of making aditional activation track for a game object containing “PauseTimeline” script.