Scene Offsets for Timeline animations seems un-editable and "baked" ONLY in the build?

Anyone have a solution to the issue where when they dynamically adjust a timeline’s scene offsets in-code during runtime, it works perfectly fine in editor, but when the project is built, the scene offsets seem “baked” in, and don’t display.

I’m wondering if this is a common known issue that just goes by a name I was unable to search, or if anyone has a work-around? If more description is required, I can post some GIFs that essentially show that the scene offsets are not being honoured in the build version, but everything is being fired properly (debug console in build version for example).

Which offset mode ? you might need to force a refresh of the track offset through code. Overall timeline offsets especially if you have humanoids that want some root motion is hell on earth.

Our code witch allows for manually reseting the scene offset to current unit position.

using System;
using System.Collections.Generic;
using UnityEngine.Animations;
#if !UNITY_2020_2_OR_NEWER
using UnityEngine.Experimental.Animations;
#endif

using UnityEngine.Playables;
using UnityEngine.Serialization;

#if UNITY_EDITOR
using UnityEditor;
#endif

namespace UnityEngine.Timeline
{
    /// <summary>
    /// Flags specifying which offset fields to match
    /// </summary>
    [Flags]
    public enum MatchTargetFields
    {
        /// <summary>
        /// Translation X value
        /// </summary>
        PositionX = 1 << 0,
        /// <summary>
        /// Translation Y value
        /// </summary>
        PositionY = 1 << 1,
        /// <summary>
        /// Translation Z value
        /// </summary>
        PositionZ = 1 << 2,
        /// <summary>
        /// Rotation Euler Angle X value
        /// </summary>
        RotationX = 1 << 3,
        /// <summary>
        /// Rotation Euler Angle Y value
        /// </summary>
        RotationY = 1 << 4,
        /// <summary>
        /// Rotation Euler Angle Z value
        /// </summary>
        RotationZ = 1 << 5
    }

    /// <summary>
    /// Describes what is used to set the starting position and orientation of each Animation Track.
    /// </summary>
    /// <remarks>
    /// By default, each Animation Track uses ApplyTransformOffsets to start from a set position and orientation.
    /// To offset each Animation Track based on the current position and orientation in the scene, use ApplySceneOffsets.
    /// </remarks>
    public enum TrackOffset
    {
        /// <summary>
        /// Use this setting to offset each Animation Track based on a set position and orientation.
        /// </summary>
        ApplyTransformOffsets = 0,
        /// <summary>
        /// Use this setting to offset each Animation Track based on the current position and orientation in the scene.
        /// </summary>
        ApplySceneOffsets = 1,
        /// <summary>
        /// Use this setting to offset root transforms based on the state of the animator.
        /// </summary>
        /// <remarks>
        /// Only use this setting to support legacy Animation Tracks. This mode may be deprecated in a future release.
        ///
        /// In Auto mode, when the animator bound to the animation track contains an AnimatorController, it offsets all animations similar to ApplySceneOffsets.
        /// If no controller is assigned, then all offsets are set to start from a fixed position and orientation, similar to ApplyTransformOffsets.
        /// In Auto mode, in most cases, root transforms are not affected by local scale or Animator.humanScale, unless the animator has an AnimatorController and Animator.applyRootMotion is set to true.
        /// </remarks>
        Auto = 2,
       
        /// <summary>
        /// Use this setting to offset each Animation Track based on a set position and orientation which will resolve in the local timeline transform.
        /// </summary>
        ApplyLocalTransformOffsets = 3,
    }

    // offset mode
    enum AppliedOffsetMode
    {
        NoRootTransform,
        TransformOffset,
        SceneOffset,
        TransformOffsetLegacy,
        SceneOffsetLegacy,
        SceneOffsetEditor, // scene offset mode in editor
        SceneOffsetLegacyEditor,
        TransformLocalOffset
    }

    // separate from the enum to hide them from UI elements
    static class MatchTargetFieldConstants
    {
        public static MatchTargetFields All = MatchTargetFields.PositionX | MatchTargetFields.PositionY |
            MatchTargetFields.PositionZ | MatchTargetFields.RotationX |
            MatchTargetFields.RotationY | MatchTargetFields.RotationZ;

        public static MatchTargetFields None = 0;

        public static MatchTargetFields Position = MatchTargetFields.PositionX | MatchTargetFields.PositionY |
            MatchTargetFields.PositionZ;

        public static MatchTargetFields Rotation = MatchTargetFields.RotationX | MatchTargetFields.RotationY |
            MatchTargetFields.RotationZ;

        public static bool HasAny(this MatchTargetFields me, MatchTargetFields fields)
        {
            return (me & fields) != None;
        }

        public static MatchTargetFields Toggle(this MatchTargetFields me, MatchTargetFields flag)
        {
            return me ^ flag;
        }
    }

    /// <summary>
    /// A Timeline track used for playing back animations on an Animator.
    /// </summary>
    [Serializable]
    [TrackClipType(typeof(AnimationPlayableAsset), false)]
    [TrackBindingType(typeof(Animator))]
    [ExcludeFromPreset]
    [TimelineHelpURL(typeof(AnimationTrack))]
    public partial class AnimationTrack : TrackAsset, ILayerable
    {
        const string k_DefaultInfiniteClipName = "Recorded";
        const string k_DefaultRecordableClipName = "Recorded";

        [SerializeField, FormerlySerializedAs("m_OpenClipPreExtrapolation")]
        TimelineClip.ClipExtrapolation m_InfiniteClipPreExtrapolation = TimelineClip.ClipExtrapolation.None;

        [SerializeField, FormerlySerializedAs("m_OpenClipPostExtrapolation")]
        TimelineClip.ClipExtrapolation m_InfiniteClipPostExtrapolation = TimelineClip.ClipExtrapolation.None;

        [SerializeField, FormerlySerializedAs("m_OpenClipOffsetPosition")]
        Vector3 m_InfiniteClipOffsetPosition = Vector3.zero;

        [SerializeField, FormerlySerializedAs("m_OpenClipOffsetEulerAngles")]
        Vector3 m_InfiniteClipOffsetEulerAngles = Vector3.zero;

        [SerializeField, FormerlySerializedAs("m_OpenClipTimeOffset")]
        double m_InfiniteClipTimeOffset;

        [SerializeField, FormerlySerializedAs("m_OpenClipRemoveOffset")]
        bool m_InfiniteClipRemoveOffset; // cached value for remove offset

        [SerializeField]
        bool m_InfiniteClipApplyFootIK = true;

        [SerializeField, HideInInspector]
        AnimationPlayableAsset.LoopMode mInfiniteClipLoop = AnimationPlayableAsset.LoopMode.UseSourceAsset;

        [SerializeField]
        MatchTargetFields m_MatchTargetFields = MatchTargetFieldConstants.All;
        [SerializeField]
        Vector3 m_Position = Vector3.zero;
        [SerializeField]
        Vector3 m_EulerAngles = Vector3.zero;


        [SerializeField] AvatarMask m_AvatarMask;
        [SerializeField] bool m_ApplyAvatarMask = true;

        [SerializeField] TrackOffset m_TrackOffset = TrackOffset.ApplyTransformOffsets;

        [SerializeField, HideInInspector] AnimationClip m_InfiniteClip;


#if UNITY_EDITOR
        private AnimationClip m_DefaultPoseClip;
        private AnimationClip m_CachedPropertiesClip;
        private int           m_CachedHash;
        private EditorCurveBinding[] m_CachedBindings;

        AnimationOffsetPlayable m_ClipOffset;

        private Vector3 m_SceneOffsetPosition = Vector3.zero;
        private Vector3 m_SceneOffsetRotation = Vector3.zero;

        private bool m_HasPreviewComponents = false;
#endif

        /// <summary>
        /// The translation offset of the entire track.
        /// </summary>
        public Vector3 position
        {
            get { return m_Position; }
            set { m_Position = value; }
        }

        /// <summary>
        /// The rotation offset of the entire track, expressed as a quaternion.
        /// </summary>
        public Quaternion rotation
        {
            get { return Quaternion.Euler(m_EulerAngles); }
            set { m_EulerAngles = value.eulerAngles; }
        }

        /// <summary>
        /// The euler angle representation of the rotation offset of the entire track.
        /// </summary>
        public Vector3 eulerAngles
        {
            get { return m_EulerAngles; }
            set { m_EulerAngles = value; }
        }

        /// <summary>
        /// Specifies whether to apply track offsets to all clips on the track.
        /// </summary>
        /// <remarks>
        /// This can be used to offset all clips on a track, in addition to the clips individual offsets.
        /// </remarks>
        [Obsolete("applyOffset is deprecated. Use trackOffset instead", true)]
        public bool applyOffsets
        {
            get { return false; }
            set { }
        }

        /// <summary>
        /// Specifies what is used to set the starting position and orientation of an Animation Track.
        /// </summary>
        /// <remarks>
        /// Track Offset is only applied when the Animation Track contains animation that modifies the root Transform.
        /// </remarks>
        public TrackOffset trackOffset
        {
            get { return m_TrackOffset; }
            set { m_TrackOffset = value; }
        }

        /// <summary>
        /// Specifies which fields to match when aligning offsets of clips.
        /// </summary>
        public MatchTargetFields matchTargetFields
        {
            get { return m_MatchTargetFields; }
            set { m_MatchTargetFields = value & MatchTargetFieldConstants.All; }
        }

        /// <summary>
        /// An AnimationClip storing the data for an infinite track.
        /// </summary>
        /// <remarks>
        /// The value of this property is null when the AnimationTrack is in Clip Mode.
        /// </remarks>
        public AnimationClip infiniteClip
        {
            get { return m_InfiniteClip; }
            internal set { m_InfiniteClip = value; }
        }

        // saved value for converting to/from infinite mode
        internal bool infiniteClipRemoveOffset
        {
            get { return m_InfiniteClipRemoveOffset; }
            set { m_InfiniteClipRemoveOffset = value; }
        }

        /// <summary>
        /// Specifies the AvatarMask to be applied to all clips on the track.
        /// </summary>
        /// <remarks>
        /// Applying an AvatarMask to an animation track will allow discarding portions of the animation being applied on the track.
        /// </remarks>
        public AvatarMask avatarMask
        {
            get { return m_AvatarMask; }
            set { m_AvatarMask = value; }
        }

        /// <summary>
        /// Specifies whether to apply the AvatarMask to the track.
        /// </summary>
        public bool applyAvatarMask
        {
            get { return m_ApplyAvatarMask; }
            set { m_ApplyAvatarMask = value; }
        }

        // is this track compilable

        internal override bool CanCompileClips()
        {
            return !muted && (m_Clips.Count > 0 || (m_InfiniteClip != null && !m_InfiniteClip.empty));
        }

        /// <inheritdoc/>
        public override IEnumerable<PlayableBinding> outputs
        {
            get { yield return AnimationPlayableBinding.Create(name, this); }
        }


        /// <summary>
        /// Specifies whether the Animation Track has clips, or is in infinite mode.
        /// </summary>
        public bool inClipMode
        {
            get { return clips != null && clips.Length != 0; }
        }

        /// <summary>
        /// The translation offset of a track in infinite mode.
        /// </summary>
        public Vector3 infiniteClipOffsetPosition
        {
            get { return m_InfiniteClipOffsetPosition; }
            set { m_InfiniteClipOffsetPosition = value; }
        }

        /// <summary>
        /// The rotation offset of a track in infinite mode.
        /// </summary>
        public Quaternion infiniteClipOffsetRotation
        {
            get { return Quaternion.Euler(m_InfiniteClipOffsetEulerAngles); }
            set { m_InfiniteClipOffsetEulerAngles = value.eulerAngles; }
        }

        /// <summary>
        /// The euler angle representation of the rotation offset of the track when in infinite mode.
        /// </summary>
        public Vector3 infiniteClipOffsetEulerAngles
        {
            get { return m_InfiniteClipOffsetEulerAngles; }
            set { m_InfiniteClipOffsetEulerAngles = value; }
        }

        internal bool infiniteClipApplyFootIK
        {
            get { return m_InfiniteClipApplyFootIK; }
            set { m_InfiniteClipApplyFootIK = value; }
        }

        internal double infiniteClipTimeOffset
        {
            get { return m_InfiniteClipTimeOffset; }
            set { m_InfiniteClipTimeOffset = value; }
        }

        /// <summary>
        /// The saved state of pre-extrapolation for clips converted to infinite mode.
        /// </summary>
        public TimelineClip.ClipExtrapolation infiniteClipPreExtrapolation
        {
            get { return m_InfiniteClipPreExtrapolation; }
            set { m_InfiniteClipPreExtrapolation = value; }
        }

        /// <summary>
        /// The saved state of post-extrapolation for clips when converted to infinite mode.
        /// </summary>
        public TimelineClip.ClipExtrapolation infiniteClipPostExtrapolation
        {
            get { return m_InfiniteClipPostExtrapolation; }
            set { m_InfiniteClipPostExtrapolation = value; }
        }

        /// <summary>
        /// The saved state of animation clip loop state when converted to infinite mode
        /// </summary>
        internal AnimationPlayableAsset.LoopMode infiniteClipLoop
        {
            get { return mInfiniteClipLoop; }
            set { mInfiniteClipLoop = value; }
        }

        [ContextMenu("Reset Offsets")]
        void ResetOffsets()
        {
            m_Position = Vector3.zero;
            m_EulerAngles = Vector3.zero;
            UpdateClipOffsets();
        }

        /// <summary>
        /// Creates a TimelineClip on this track that uses an AnimationClip.
        /// </summary>
        /// <param name="clip">Source animation clip of the resulting TimelineClip.</param>
        /// <returns>A new TimelineClip which has an AnimationPlayableAsset asset attached.</returns>
        public TimelineClip CreateClip(AnimationClip clip)
        {
            if (clip == null)
                return null;

            var newClip = CreateClip<AnimationPlayableAsset>();
            AssignAnimationClip(newClip, clip);
            return newClip;
        }

        /// <summary>
        /// Creates an AnimationClip that stores the data for an infinite track.
        /// </summary>
        /// <remarks>
        /// If an infiniteClip already exists, this method produces no result, even if you provide a different value
        /// for infiniteClipName.
        /// </remarks>
        /// <remarks>
        /// This method can't create an infinite clip for an AnimationTrack that contains one or more Timeline clips.
        /// Use AnimationTrack.inClipMode to determine whether it is possible to create an infinite clip on an AnimationTrack.
        /// </remarks>
        /// <remarks>
        /// When used from the editor, this method attempts to save the created infinite clip to the TimelineAsset.
        /// The TimelineAsset must already exist in the AssetDatabase to save the infinite clip. If the TimelineAsset
        /// does not exist, the infinite clip is still created but it is not saved.
        /// </remarks>
        /// <param name="infiniteClipName">
        /// The name of the AnimationClip to create.
        /// This method does not ensure unique names. If you want a unique clip name, you must provide one.
        /// See ObjectNames.GetUniqueName for information on a method that creates unique names.
        /// </param>
        public void CreateInfiniteClip(string infiniteClipName)
        {
            if (inClipMode)
            {
                Debug.LogWarning("CreateInfiniteClip cannot create an infinite clip for an AnimationTrack that contains one or more Timeline Clips.");
                return;
            }

            if (m_InfiniteClip != null)
                return;

            m_InfiniteClip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(infiniteClipName) ? k_DefaultInfiniteClipName : infiniteClipName, this, false);
        }

        /// <summary>
        /// Creates a TimelineClip, AnimationPlayableAsset and an AnimationClip. Use this clip to record in a timeline.
        /// </summary>
        /// <remarks>
        /// When used from the editor, this method attempts to save the created recordable clip to the TimelineAsset.
        /// The TimelineAsset must already exist in the AssetDatabase to save the recordable clip. If the TimelineAsset
        /// does not exist, the recordable clip is still created but it is not saved.
        /// </remarks>
        /// <param name="animClipName">
        /// The name of the AnimationClip to create.
        /// This method does not ensure unique names. If you want a unique clip name, you must provide one.
        /// See ObjectNames.GetUniqueName for information on a method that creates unique names.
        /// </param>
        /// <returns>
        /// Returns a new TimelineClip with an AnimationPlayableAsset asset attached.
        /// </returns>
        public TimelineClip CreateRecordableClip(string animClipName)
        {
            var clip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(animClipName) ? k_DefaultRecordableClipName : animClipName, this, false);

            var timelineClip = CreateClip(clip);
            timelineClip.displayName = animClipName;
            timelineClip.recordable = true;
            timelineClip.start = 0;
            timelineClip.duration = 1;

            var apa = timelineClip.asset as AnimationPlayableAsset;
            if (apa != null)
                apa.removeStartOffset = false;

            return timelineClip;
        }

#if UNITY_EDITOR
        internal Vector3 sceneOffsetPosition
        {
            get { return m_SceneOffsetPosition; }
            set { m_SceneOffsetPosition = value; }
        }

        internal Vector3 sceneOffsetRotation
        {
            get { return m_SceneOffsetRotation; }
            set { m_SceneOffsetRotation = value; }
        }

        internal bool hasPreviewComponents
        {
            get
            {
                if (m_HasPreviewComponents)
                    return true;

                var parentTrack = parent as AnimationTrack;
                if (parentTrack != null)
                {
                    return parentTrack.hasPreviewComponents;
                }

                return false;
            }
        }
#endif

        /// <summary>
        /// Used to initialize default values on a newly created clip
        /// </summary>
        /// <param name="clip">The clip added to the track</param>
        protected override void OnCreateClip(TimelineClip clip)
        {
            var extrapolation = TimelineClip.ClipExtrapolation.None;
            if (!isSubTrack)
                extrapolation = TimelineClip.ClipExtrapolation.Hold;
            clip.preExtrapolationMode = extrapolation;
            clip.postExtrapolationMode = extrapolation;
        }

        protected internal override int CalculateItemsHash()
        {
            return GetAnimationClipHash(m_InfiniteClip).CombineHash(base.CalculateItemsHash());
        }

        internal void UpdateClipOffsets()
        {
#if UNITY_EDITOR
            if (m_ClipOffset.IsValid())
            {
                m_ClipOffset.SetPosition(position);
                m_ClipOffset.SetRotation(rotation);
            }
#endif
        }

        Playable CompileTrackPlayable(PlayableGraph graph, AnimationTrack track, GameObject go, IntervalTree<RuntimeElement> tree, AppliedOffsetMode mode)
        {
            var mixer = AnimationMixerPlayable.Create(graph, track.clips.Length);
            for (int i = 0; i < track.clips.Length; i++)
            {
                var c = track.clips[i];
                var asset = c.asset as PlayableAsset;
                if (asset == null)
                    continue;

                var animationAsset = asset as AnimationPlayableAsset;
                if (animationAsset != null)
                    animationAsset.appliedOffsetMode = mode;

                var source = asset.CreatePlayable(graph, go);
                if (source.IsValid())
                {
                    var clip = new RuntimeClip(c, source, mixer);
                    tree.Add(clip);
                    graph.Connect(source, 0, mixer, i);
                    mixer.SetInputWeight(i, 0.0f);
                }
            }

            if (!track.AnimatesRootTransform())
                return mixer;

            return ApplyTrackOffset(graph, mixer, go, mode);
        }

        /// <inheritdoc cref="ILayerable.CreateLayerMixer"/>
        /// <returns>Returns <c>Playable.Null</c></returns>
        Playable ILayerable.CreateLayerMixer(PlayableGraph graph, GameObject go, int inputCount)
        {
            return Playable.Null;
        }

        internal override Playable CreateMixerPlayableGraph(PlayableGraph graph, GameObject go, IntervalTree<RuntimeElement> tree)
        {
            if (isSubTrack)
                throw new InvalidOperationException("Nested animation tracks should never be asked to create a graph directly");

            List<AnimationTrack> flattenTracks = new List<AnimationTrack>();
            if (CanCompileClips())
                flattenTracks.Add(this);

            var genericRoot = GetGenericRootNode(go);
            var animatesRootTransformNoMask = AnimatesRootTransform();
            var animatesRootTransform = animatesRootTransformNoMask && !IsRootTransformDisabledByMask(go, genericRoot);
            foreach (var subTrack in GetChildTracks())
            {
                var child = subTrack as AnimationTrack;
                if (child != null && child.CanCompileClips())
                {
                    var childAnimatesRoot = child.AnimatesRootTransform();
                    animatesRootTransformNoMask |= child.AnimatesRootTransform();
                    animatesRootTransform |= (childAnimatesRoot && !child.IsRootTransformDisabledByMask(go, genericRoot));
                    flattenTracks.Add(child);
                }
            }

            // figure out which mode to apply
            AppliedOffsetMode mode = GetOffsetMode(go, animatesRootTransform);
            int defaultBlendCount = GetDefaultBlendCount();
            var layerMixer = CreateGroupMixer(graph, go, flattenTracks.Count + defaultBlendCount);
            for (int c = 0; c < flattenTracks.Count; c++)
            {
                int blendIndex = c + defaultBlendCount;
                // if the child is masking the root transform, compile it as if we are non-root mode
                var childMode = mode;
                if (mode != AppliedOffsetMode.NoRootTransform && flattenTracks[c].IsRootTransformDisabledByMask(go, genericRoot))
                    childMode = AppliedOffsetMode.NoRootTransform;

                var compiledTrackPlayable = flattenTracks[c].inClipMode ?
                    CompileTrackPlayable(graph, flattenTracks[c], go, tree, childMode) :
                    flattenTracks[c].CreateInfiniteTrackPlayable(graph, go, tree, childMode);
                graph.Connect(compiledTrackPlayable, 0, layerMixer, blendIndex);
                layerMixer.SetInputWeight(blendIndex, flattenTracks[c].inClipMode ? 0 : 1);
                if (flattenTracks[c].applyAvatarMask && flattenTracks[c].avatarMask != null)
                {
                    layerMixer.SetLayerMaskFromAvatarMask((uint)blendIndex, flattenTracks[c].avatarMask);
                }
            }

            var requiresMotionXPlayable = RequiresMotionXPlayable(mode, go);

            // In the editor, we may require the motion X playable if we are animating the root transform but it is masked out, because the default poses
            //  need to properly update root motion
            requiresMotionXPlayable |= (defaultBlendCount > 0 && RequiresMotionXPlayable(GetOffsetMode(go, animatesRootTransformNoMask), go));

            // Attach the default poses
            AttachDefaultBlend(graph, layerMixer, requiresMotionXPlayable);

            // motionX playable not required in scene offset mode, or root transform mode
            Playable mixer = layerMixer;
            if (requiresMotionXPlayable)
            {
                // If we are animating a root transform, add the motionX to delta playable as the root node
                var motionXToDelta = AnimationMotionXToDeltaPlayable.Create(graph);
                graph.Connect(mixer, 0, motionXToDelta, 0);
                motionXToDelta.SetInputWeight(0, 1.0f);
                motionXToDelta.SetAbsoluteMotion(UsesAbsoluteMotion(mode));
                mixer = (Playable)motionXToDelta;
            }


#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                var animator = GetBinding(go != null ? go.GetComponent<PlayableDirector>() : null);
                if (animator != null)
                {
                    GameObject targetGO = animator.gameObject;
                    IAnimationWindowPreview[] previewComponents = targetGO.GetComponents<IAnimationWindowPreview>();

                    m_HasPreviewComponents = previewComponents.Length > 0;
                    if (m_HasPreviewComponents)
                    {
                        foreach (var component in previewComponents)
                        {
                            mixer = component.BuildPreviewGraph(graph, mixer);
                        }
                    }
                }
            }
#endif

            return mixer;
        }

        private int GetDefaultBlendCount()
        {
#if  UNITY_EDITOR
            if (Application.isPlaying)
                return 0;

            return ((m_CachedPropertiesClip != null) ? 1 : 0) + ((m_DefaultPoseClip != null) ? 1 : 0);
#else
            return 0;
#endif
        }

        // Attaches the default blends to the layer mixer
        // the base layer is a default clip of all driven properties
        // the next layer is optionally the desired default pose (in the case of humanoid, the TPose)
        private void AttachDefaultBlend(PlayableGraph graph, AnimationLayerMixerPlayable mixer, bool requireOffset)
        {
#if  UNITY_EDITOR
            if (Application.isPlaying)
                return;

            int mixerInput = 0;
            if (m_CachedPropertiesClip)
            {
                var cachedPropertiesClip = AnimationClipPlayable.Create(graph, m_CachedPropertiesClip);
                cachedPropertiesClip.SetApplyFootIK(false);
                var defaults = (Playable)cachedPropertiesClip;
                if (requireOffset)
                    defaults = AttachOffsetPlayable(graph, defaults, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation));
                graph.Connect(defaults, 0, mixer, mixerInput);
                mixer.SetInputWeight(mixerInput, 1.0f);
                mixerInput++;
            }

            if (m_DefaultPoseClip)
            {
                var defaultPose = AnimationClipPlayable.Create(graph, m_DefaultPoseClip);
                defaultPose.SetApplyFootIK(false);
                var blendDefault = (Playable)defaultPose;
                if (requireOffset)
                    blendDefault = AttachOffsetPlayable(graph, blendDefault, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation));
                graph.Connect(blendDefault, 0, mixer, mixerInput);
                mixer.SetInputWeight(mixerInput, 1.0f);
            }
#endif
        }

        private Playable AttachOffsetPlayable(PlayableGraph graph, Playable playable, Vector3 pos, Quaternion rot)
        {
            var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1);
            offsetPlayable.SetInputWeight(0, 1.0f);
            graph.Connect(playable, 0, offsetPlayable, 0);
            return offsetPlayable;
        }

#if UNITY_EDITOR
        private static string k_DefaultHumanoidClipPath = "Packages/com.unity.timeline/Editor/StyleSheets/res/HumanoidDefault.anim";
        private static AnimationClip s_DefaultHumanoidClip = null;

        AnimationClip GetDefaultHumanoidClip()
        {
            if (s_DefaultHumanoidClip == null)
            {
                s_DefaultHumanoidClip = AssetDatabase.LoadAssetAtPath<AnimationClip>(k_DefaultHumanoidClipPath);
                if (s_DefaultHumanoidClip == null)
                    Debug.LogError("Could not load default humanoid animation clip for Timeline");
            }

            return s_DefaultHumanoidClip;
        }

#endif

        bool RequiresMotionXPlayable(AppliedOffsetMode mode, GameObject gameObject)
        {
            if (mode == AppliedOffsetMode.NoRootTransform)
                return false;
            if (mode == AppliedOffsetMode.SceneOffsetLegacy)
            {
                var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);
                return animator != null && animator.hasRootMotion;
            }
            return true;
        }

        static bool UsesAbsoluteMotion(AppliedOffsetMode mode)
        {
#if UNITY_EDITOR
            // in editor, previewing is always done in absolute motion
            if (!Application.isPlaying)
                return true;
#endif
            return mode != AppliedOffsetMode.SceneOffset &&
                mode != AppliedOffsetMode.SceneOffsetLegacy;
        }

        bool HasController(GameObject gameObject)
        {
            var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);

            return animator != null && animator.runtimeAnimatorController != null;
        }

        internal Animator GetBinding(PlayableDirector director)
        {
            if (director == null)
                return null;

            UnityEngine.Object key = this;
            if (isSubTrack)
                key = parent;

            UnityEngine.Object binding = null;
            if (director != null)
                binding = director.GetGenericBinding(key);

            Animator animator = null;
            if (binding != null) // the binding can be an animator or game object
            {
                animator = binding as Animator;
                var gameObject = binding as GameObject;
                if (animator == null && gameObject != null)
                    animator = gameObject.GetComponent<Animator>();
            }

            return animator;
        }

        static AnimationLayerMixerPlayable CreateGroupMixer(PlayableGraph graph, GameObject go, int inputCount)
        {
#if UNITY_2022_2_OR_NEWER
            return AnimationLayerMixerPlayable.Create(graph, inputCount, false);
#else
            return AnimationLayerMixerPlayable.Create(graph, inputCount);
#endif
        }

        Playable CreateInfiniteTrackPlayable(PlayableGraph graph, GameObject go, IntervalTree<RuntimeElement> tree, AppliedOffsetMode mode)
        {
            if (m_InfiniteClip == null)
                return Playable.Null;

            var mixer = AnimationMixerPlayable.Create(graph, 1);

            // In infinite mode, we always force the loop mode of the clip off because the clip keys are offset in infinite mode
            //  which causes loop to behave different.
            // The inline curve editor never shows loops in infinite mode.
            var playable = AnimationPlayableAsset.CreatePlayable(graph, m_InfiniteClip, m_InfiniteClipOffsetPosition, m_InfiniteClipOffsetEulerAngles, false, mode, infiniteClipApplyFootIK, AnimationPlayableAsset.LoopMode.Off);
            if (playable.IsValid())
            {
                tree.Add(new InfiniteRuntimeClip(playable));
                graph.Connect(playable, 0, mixer, 0);
                mixer.SetInputWeight(0, 1.0f);
            }

            if (!AnimatesRootTransform())
                return mixer;

            var rootTrack = isSubTrack ? (AnimationTrack)parent : this;
            return rootTrack.ApplyTrackOffset(graph, mixer, go, mode);
        }

        internal static (Vector3 pos, Quaternion rot) ApplyTransformRotationAndPosOffset(Vector3 pos, Quaternion rot, Transform toApply)
        {
            var applyRotation = toApply.rotation;
            pos = applyRotation*pos;//Add director world space rotation
            pos += toApply.position;//add director world position offset;
            rot *= applyRotation;//Apply director world rotation offset
            return (pos, rot);
        }
       
       
        Playable ApplyTrackOffset(PlayableGraph graph, Playable root, GameObject go, AppliedOffsetMode mode)
        {
#if UNITY_EDITOR
            m_ClipOffset = AnimationOffsetPlayable.Null;
#endif
            // offsets don't apply in scene offset, or if there is no root transform (globally or on this track)
            if (mode == AppliedOffsetMode.SceneOffsetLegacy ||
                mode == AppliedOffsetMode.SceneOffset ||
                mode == AppliedOffsetMode.NoRootTransform
            )
                return root;
           
            var pos = position;
            var rot = rotation;
           
            if (mode == AppliedOffsetMode.TransformLocalOffset) //apply director world offsets
            {
                //Looks like the root is the timeline playable here
                //Debug.Log($"Go at this stage is {go.name}", go);
                var director = go.GetComponent<PlayableDirector>();
                if (director != null)
                {
                    Debug.Log($"AnimationTrack.ApplyTrackOffset() Apply director offset : {director.transform.position} /  {director.transform.eulerAngles}", director.gameObject);
                                      
                    (pos, rot) = ApplyTransformRotationAndPosOffset(pos, rot, director.transform);
                }
            }

#if UNITY_EDITOR
            // in the editor use the preview position to playback from if available
            if (mode == AppliedOffsetMode.SceneOffsetEditor)
            {
                pos = m_SceneOffsetPosition;
                rot = Quaternion.Euler(m_SceneOffsetRotation);
            }
#endif

            var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1);
#if UNITY_EDITOR
            m_ClipOffset = offsetPlayable;
#endif
            graph.Connect(root, 0, offsetPlayable, 0);
            offsetPlayable.SetInputWeight(0, 1);
           
            //add this line after it
            _cachedOffsetPlayable = offsetPlayable;
               
            Debug.Log($"AnimationTrack.ApplyTrackOffset() {go.name}/{mode} => {_cachedOffsetPlayable.GetPosition()}/{_cachedOffsetPlayable.GetRotation()}", go);

            return offsetPlayable;
        }

        // the evaluation time is large so that the properties always get evaluated
        internal override void GetEvaluationTime(out double outStart, out double outDuration)
        {
            if (inClipMode)
            {
                base.GetEvaluationTime(out outStart, out outDuration);
            }
            else
            {
                outStart = 0;
                outDuration = TimelineClip.kMaxTimeValue;
            }
        }

        internal override void GetSequenceTime(out double outStart, out double outDuration)
        {
            if (inClipMode)
            {
                base.GetSequenceTime(out outStart, out outDuration);
            }
            else
            {
                outStart = 0;
                outDuration = Math.Max(GetNotificationDuration(), TimeUtility.GetAnimationClipLength(m_InfiniteClip));
            }
        }

        void AssignAnimationClip(TimelineClip clip, AnimationClip animClip)
        {
            if (clip == null || animClip == null)
                return;

            if (animClip.legacy)
                throw new InvalidOperationException("Legacy Animation Clips are not supported");

            AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset;
            if (asset != null)
            {
                asset.clip = animClip;
                asset.name = animClip.name;
                var duration = asset.duration;
                if (!double.IsInfinity(duration) && duration >= TimelineClip.kMinDuration && duration < TimelineClip.kMaxTimeValue)
                    clip.duration = duration;
            }
            clip.displayName = animClip.name;
        }

        /// <summary>
        /// Called by the Timeline Editor to gather properties requiring preview.
        /// </summary>
        /// <param name="director">The PlayableDirector invoking the preview</param>
        /// <param name="driver">PropertyCollector used to gather previewable properties</param>
        public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
        {
#if UNITY_EDITOR
            m_SceneOffsetPosition = Vector3.zero;
            m_SceneOffsetRotation = Vector3.zero;

            var animator = GetBinding(director);
            if (animator == null)
                return;

            var animClips = new List<AnimationClip>(this.clips.Length + 2);
            GetAnimationClips(animClips);

            var hasHumanMotion = animClips.Exists(clip => clip.humanMotion);
            // case 1174752 - recording root transform on humanoid clips clips cause invalid pose. This will apply the default T-Pose, only if it not already driven by another track
            if (!hasHumanMotion && animator.isHuman && AnimatesRootTransform() &&
                !DrivenPropertyManagerInternal.IsDriven(animator.transform, "m_LocalPosition.x") &&
                !DrivenPropertyManagerInternal.IsDriven(animator.transform, "m_LocalRotation.x"))
                hasHumanMotion = true;

            m_SceneOffsetPosition = animator.transform.localPosition;
            m_SceneOffsetRotation = animator.transform.localEulerAngles;

            // Create default pose clip from collected properties
            if (hasHumanMotion)
                animClips.Add(GetDefaultHumanoidClip());

            m_DefaultPoseClip = hasHumanMotion ? GetDefaultHumanoidClip() : null;
            var hash = AnimationPreviewUtilities.GetClipHash(animClips);
            if (m_CachedBindings == null || m_CachedHash != hash)
            {
                m_CachedBindings = AnimationPreviewUtilities.GetBindings(animator.gameObject, animClips);
                m_CachedPropertiesClip = AnimationPreviewUtilities.CreateDefaultClip(animator.gameObject, m_CachedBindings);
                m_CachedHash = hash;
            }

            AnimationPreviewUtilities.PreviewFromCurves(animator.gameObject, m_CachedBindings); // faster to preview from curves then an animation clip
#endif
        }

        /// <summary>
        /// Gather all the animation clips for this track
        /// </summary>
        /// <param name="animClips"></param>
        private void GetAnimationClips(List<AnimationClip> animClips)
        {
            foreach (var c in clips)
            {
                var a = c.asset as AnimationPlayableAsset;
                if (a != null && a.clip != null)
                    animClips.Add(a.clip);
            }

            if (m_InfiniteClip != null)
                animClips.Add(m_InfiniteClip);

            foreach (var childTrack in GetChildTracks())
            {
                var animChildTrack = childTrack as AnimationTrack;
                if (animChildTrack != null)
                    animChildTrack.GetAnimationClips(animClips);
            }
        }

        // calculate which offset mode to apply
        AppliedOffsetMode GetOffsetMode(GameObject go, bool animatesRootTransform)
        {
            if (!animatesRootTransform)
                return AppliedOffsetMode.NoRootTransform;

            if (m_TrackOffset == TrackOffset.ApplyTransformOffsets)
                return AppliedOffsetMode.TransformOffset;
           
            if (m_TrackOffset == TrackOffset.ApplyLocalTransformOffsets)
                return AppliedOffsetMode.TransformLocalOffset;

            if (m_TrackOffset == TrackOffset.ApplySceneOffsets)
                return (Application.isPlaying) ? AppliedOffsetMode.SceneOffset : AppliedOffsetMode.SceneOffsetEditor;

            if (HasController(go))
            {
                if (!Application.isPlaying)
                    return AppliedOffsetMode.SceneOffsetLegacyEditor;
                return AppliedOffsetMode.SceneOffsetLegacy;
            }

            return AppliedOffsetMode.TransformOffsetLegacy;
        }

        private bool IsRootTransformDisabledByMask(GameObject gameObject, Transform genericRootNode)
        {
            if (avatarMask == null || !applyAvatarMask)
                return false;

            var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);
            if (animator == null)
                return false;

            if (animator.isHuman)
                return !avatarMask.GetHumanoidBodyPartActive(AvatarMaskBodyPart.Root);

            if (avatarMask.transformCount == 0)
                return false;

            // no special root supplied
            if (genericRootNode == null)
                return string.IsNullOrEmpty(avatarMask.GetTransformPath(0)) && !avatarMask.GetTransformActive(0);

            // walk the avatar list to find the matching transform
            for (int i = 0; i < avatarMask.transformCount; i++)
            {
                if (genericRootNode == animator.transform.Find(avatarMask.GetTransformPath(i)))
                    return !avatarMask.GetTransformActive(i);
            }

            return false;
        }

        // Returns the generic root transform node. Returns null if it is the root node, OR if it not a generic node
        private Transform GetGenericRootNode(GameObject gameObject)
        {
            var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);
            if (animator == null)
                return null;

            if (animator.isHuman)
                return null;

            if (animator.avatar == null)
                return null;

            // this returns the bone name, but not the full path
            var rootName = animator.avatar.humanDescription.m_RootMotionBoneName;
            if (rootName == animator.name || string.IsNullOrEmpty(rootName))
                return null;

            // walk the hierarchy to find the first bone with this name
            return FindInHierarchyBreadthFirst(animator.transform, rootName);
        }

        internal bool AnimatesRootTransform()
        {
            // infinite mode
            if (AnimationPlayableAsset.HasRootTransforms(m_InfiniteClip))
                return true;

            // clip mode
            foreach (var c in GetClips())
            {
                var apa = c.asset as AnimationPlayableAsset;
                if (apa != null && apa.hasRootTransforms)
                    return true;
            }

            return false;
        }

        private static readonly Queue<Transform> s_CachedQueue = new Queue<Transform>(100);
       
        /// <summary>
        /// The cached offset playable that can be update while the timeline is running.
        /// </summary>
        private AnimationOffsetPlayable _cachedOffsetPlayable;

        private static Transform FindInHierarchyBreadthFirst(Transform t, string name)
        {
            s_CachedQueue.Clear();
            s_CachedQueue.Enqueue(t);
            while (s_CachedQueue.Count > 0)
            {
                var r = s_CachedQueue.Dequeue();
                if (r.name == name)
                    return r;
                for (int i = 0; i < r.childCount; i++)
                    s_CachedQueue.Enqueue(r.GetChild(i));
            }

            return null;
        }
       
        public void ResetTransformOffset(PlayableDirector director) {
            if (_cachedOffsetPlayable.IsValid()) {
                //get the bound animator object transform
                var animatorTransform = GetBinding(director).transform;
                _cachedOffsetPlayable.SetPosition(animatorTransform.localPosition);
                _cachedOffsetPlayable.SetRotation(animatorTransform.localRotation);
            }
        }
    }
}

Hey, thanks for the answer, I’m also facing the same problem, how do we use this?

You have to copy Timeline Package source code into your assets (Or use a local repo) and then replace this file : Runtime/Animation/AnimationTrack.cs

Then you need to retrieve animation track from your code and call the reset function. Do you know how to retrieve your tracks from your playable? They are example in the forums.

foreach (var animationTrack in tracks)
{
    animationTrack.ResetTransformOffset(SceneConf.Director);
}