Timeline pause - weird animation behaviour

Hi,

First time posting here :slight_smile:
I’m using Timeline to create a cutscene. This cutscene combines dialogues triggered through signals and animations.
Once a dialogue starts, i immediately pause the playable director, and use a script to trigger play again once the dialogue is finished.

The weird thing is, once pause is triggered, animations further down the timeline start triggering.

I’ve tried playing around with just about every input possible, but I’m stumped…

Thanks in advance!

It might not be timeline. When you pause the timeline, it stops updating, and characters will revert to their animator controllers (or possibly a previously played timeline), until it is resumed.

If you want the playable director to ‘hold’, you can change the speed of the timeline ( Current animation frame is not "hold" when Timeline is paused )

Thanks @seant_unity !
What’s the default timeline speed? Tried writing a function to make the timeline “play” again, but couldn’t make it go.
Tried this: playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(X);

With X as 1 or 20 or 500 and no result

1 is the default speed. The speed needs to be set after ‘Play’, so that the instance of the timeline (playableGraph) is ready. Playable.playableGraph.IsValid() is how to check if the graph is instantiated.

Thank you! Works great now