Hello, For a project that contains hundreds of timelines, I have to write an editor script that creates all these timelines. They are not very complex and consist of an audiotrack and an animation track. Both with a single clip. What the script does is: - Create a timelineasset - Create audio track - Set clip - Set bindings - Create animation track - Set clip - Set bindings - Set some values in the track (ease in, etc) - AssetDatabase.CreateAsset(timeline, path) This seems to work fine except for one major problem: when I close the editor and open it up again later, all the timelines are empty. I get the following warning twice for every timelineasset (there are two tracks in every asset, so that makes sense, I suppose): Empty track found while loading timeline. It will be removed. UnityEngine.Timeline.TimelineAsset:__internalAwake() When I create a timeline manually and take seemingly the same steps as my code, this problem does not occur. So I'm probably missing something in my script. Anybody know what it could be?