Pretty sure there isn't, but it doesn't hurt to ask. Who knows, maybe it's a feature worth implementing. Here's my case: I'm working on using Timeline to create my levels on a bullethell game. I have 2+ tracks which I group together because they are always to be bound to the same GameObject, in this case an enemy (I have separate tracks for movement and attacks). Thing is, I want to be able to instantiate that GameObject at runtime to conserve memory and reduce the loading time of the scene (since the levels are supposed to be quite big). [In my specific case I can work around this by separating the level in smaller sections and making these separate timelines which can be instantiated full, but I had this other idea while thinking about the case.] So here's the idea: In one track, I can instantiate the GameObject required for the binding; I can have a Clip do that for me by having it take a prefab, instantiating it and linking it to the track. That would solve my problem if I had only one track per gameobject instance; but since I'm using multiple tracks per object, that would require the clip somehow knowing exactly what tracks to bind. I believe there is no current way to do that, since each track that requires binding seems to create it's own exposed property in the Director. In and ideal world I would like to be able to link said tracks to a single binding. That way, when my clip forces it's own binding to change it also binds the required object for all others. Anyway, just a thought. Seems pretty tough to implement, but also very useful.