(Unity v2017.2.0b6) I dread making a new timeline because I will need to hunt for all the hierarchy objects and re-bind them. It should be a stress free process but it is not. There seems no particular reason that the duplication mechanism could not also duplicate the bindings. It makes workflow that much slower, because you have to re-find and re-bind the targets. I have chosen 2 bindings here, but my production Timlines have many more. I have a scripted sequence using a few common objects. So the Timelines are very similar, but I have at least 15 timelines with many tracks each. If you can follow my simplified example timeline: 1. Audio Track - One speaks - Bound to an AudioSource A 2. Animation Track - Another animates - Bound to an AnimationController B There is a problem, that when I duplicate a Timeline, the bindings are lost. So when I duplicate the example above, there is a Timeline and it has two tracks. 1. AudioTrack, 2. Animation Track. But the duplicate is bound to neither AudioSource A nor AnimationController B I have to hit the heirarchy pane, locate both AudioSource A and AnimationController B and drag them to their respective slots.