Timeline 2017.1 is activating all my objects when paused. Why?


To be more accurate. Timeline is activating all the objects that are supposed to be active only on some parts of the timeline, but they all get activated when I call Pause() function in PlayableDirector. In this case, chat boxes are the objects, so instead of pausing and seeing only one that is suppose to be active in that part of timeline, I see all chat boxes that were initially disabled.

Any idea why is that happening?


Check the activation track’s post-playback state. This is maybe the issue here.

Click on the activation track, then, in the inspector, change the post-playback state to “Leave as is”.

Ended up using Time.TimeScale = 0f; to pause and resume timeline without having all chat boxes pop up.