I'm currently working on a game with rollback netcode where part of the game simulation requires evaluating a Timeline per active player at each timestep. This is done by manually setting the PlayableDirector's time property and calling Evaluate for every player. Upon rolling back, the game may need to resimulate multiple game steps. With 4 active players and a 12+ game steps to step forward, we're looking at 48+ separate timeline evaluations in a rollback, each evaluation is taking ~1-2 ms, so a full rollback may cause notable visual lag for the player, running up to potentially 96ms or more. In the profiller, I noticed that Evaluate ultimately just starts and waits for a evaluation job to run on a Job thread. Is there a way to schedule the evaluation and get the JobHandle so I can run all 2-4 evaluations simultaneously? The underlying Timelines are doing nothing more than composing multiple Animation clips into a single action (i.e. character bone movement on one track and hitbox statuses in another). Side question: Is there any downside to this approach? Would Timeline signals still be executed when manually evaluating? If it doesn't, is there an alternative to controlling time flow?