When does Timeline update in Edit Mode and is there a way to simulate "LateUpdate" ?

Context : I’m iterating on a workflow that would allow for having most of the work done at edit time.

I have a script that rotates humanoids with tweens on top of timeline animation on LateUpdate, it works at runtime, however it doesn’t at edit time. At edit time the script uses Editor update loop as there is no LateUpdate equivalent apparently.

Not sure how I could harness this to ensure the rotation (or any transformation) also applies after Timeline at Edit time.

It has to be related to how Playable Director and Timeline update in edit mode as well, I don’t have much control on them but I have on my scripts. Maybe update the rotation script on an editor coroutine would have a better result ?

Any idea is welcome.

Found a solution using Player Loop System :

Actually, the solution effectivelly allows to register a callback on Edit Mode post lateUpdate, BUT, timeline still does not allow to temper with the transform within the editor. So I’ll have to investigate this more. It most surely has to do with how Timeline handles animation update in Edit mode.

All good ! Forgot to uncheck Apply Root Motion in Edit Mode (a script was disabling at runtime).
Adding a Player Loop System after LateUpdate is still mandatory.