Timeline - Execute code when marker is reached?

Hey everyone,

I want to be able to change a sprite’s sort order at some point in the timeline. I can get this done using the standard way of making a new playable and inserting a clip with the necessary fields. But I was wondering if there was a more elegant way of doing this via markers? I know about signals, however what I want to do is execute code to change a sprite’s sort order in the marker/timeline itself, I don’t need any of the INotification/Receiver stuff as I don’t need to send an event of this out to the scene.

Is there an equivalent of a PlayableBehaviour’s ProcessFrame() for a marker? As in, a function that gets called when the marker is reached in the timeline? I was looking through the Marker documentation but couldn’t find any reference to such functionality.