One of my custom timeline behaviour create internally a number of playables and bundles them up in a mixer in the CreatePlayable phase. I've took inspiration from the control track code and it's working well. However I'd like to delay a bit these events so that they don't all play at once. "PlayableExtensions.SetDelay()" seemed to be exactly what I wanted, but it's marked as obsolete with the advicce to handle it with a custom scriptable. I have a hard time trying to wrap my head around this being not familiar with the playable API, I can't get to "chain" playables, unity always complaint when I try to connect more than one : Here is my code (for now just trying to delay the whole mixer) Code (CSharp): public static Playable CreateMixerFromPlayables(PlayableGraph graph, List<Playable> playables) { // Create mixer behaviour Playable mixer = Playable.Create(graph, playables.Count); // Connect each playable to the mixer with same weight for (int i = 0; i != playables.Count; ++i) { // Connect this playable in mixer's input port i ConnectMixerAndPlayable(graph, mixer, playables[i], i); } // Create a playable to delay the whole mixer Playable premixer = Playable.Create(graph, 1); // Set delay duration premixer.SetDuration(5); // Connect mixer to premixer input graph.Connect(mixer, 0, premixer, 0); premixer.SetPropagateSetTime(true); mixer.SetPropagateSetTime(true); return mixer; }