timeline activation tracks lets onenable fire up

in this config the objects shouldn’t fire up until the activation block is reached
but that’s not the case, all OnEnable are fired up on first frame.
it shouldn’t be the case because PlayOnAwake is toggled on and Awake fires up before OnEnable.

The reason is, “Play On Awake” doesn’t mean “Evaluate On Awake”. It just hit Play() for you on Awake (you will notice that playableDirector.playableGraph.isValid() returns true), but the evaluation is still between Update() and LateUpdate().
To resolve this, Evaluate() manually on Awake(), or just disable those GameObjects in your scene at edit mode.

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Got it, you know your timeline. Using it for gameplay?