Hello, I'm trying to write a custom Timeline track/clip system that also includes the functionality of the built-in Activation track. I've already set up my custom scripts following the Extending Timeline blog post, and my code in `XxxBehaviour.ProcessFrame()` is working fine. I'm assuming I now need a way to get a reference to the `GameObject` linked to the Track, so that I can call `SetActive()` on it whenever `OnBehaviourPause()` and `OnBehaviourPlay()` are called. Is my thinking correct? If so, I can't figure out how to get access to this `GameObject`. I can keep the reference to the object passed in `ProcessFrame()`, but it gets nullified every once in a while, it looks like `PlayableAsset.CreatePlayable` gets called again and clears everything.