Unity-Recommended Timeline Workflow for Teams?

I’ve been vetting the Timeline package for a project I’m working on with a group of devs involving a very complex interactive cut-scene. The Timeline documentation is really thorough, showing a workflow for using Control Tracks to drive nested Timelines, but this requires every Playable Director to be in the same unity scene. Our ideal workflow uses additive scenes given how painful scene merging is. To illustrate:

Scene 1: Beginning Timeline
Scene 2 : Middle Timeline
Scene 3: End Timeline
Main Scene: Cohesive Timeline with Control Tracks for Beginning, Middle, and End nested Timelines.

This way I could assign each designer their own scene and merge all of our work into the main scene’s Timeline. Final speed and duration adjustments could be made to Control Tracks on the main Timeline respective to the soundtrack that won’t be ready until late development.

I’ve found previous posts on the forums, reddit, and stack overflow pondering this scenario. A former Unity dev acknowledged the use-case back in 2020 and refers to a blog post that no longer exists, for example:

I’m working on tooling that will do this for us using GUIDs, but assigning a Timeline Clip’s asset at runtime across additive scenes is corrupting the clip, even after playback has stopped:

Considering using Signals to do this, but this approach wouldn’t allow duration and speed adjustments to sub-timelines, which is kinda the point.

Would love to see this feature developed in future versions of Timeline or, if I’ve just completely missed some vital information, for someone to direct me to resources to that will help achieve the functionality I’m looking for. Thanks!

I have the same exact problem. Additive scene workflow makes working with the timeline extremely difficult. Any news about how you did it?