Hi guys, When playing a timeline how to detect it has been completely played? I tried to compare the time and duration properties but when the timeline wrap property is set to "none" the "time" value will never be equal or greater than the "duration" value and will be reset to 0 when the timeline is completed. Does Unity consider to add event to that ? Because even if checking properties could work with other wrap mode it means that the code that want to know when the timeline is completed should be a Behavior in order to check in the Update method or call a Coroutines. I know it's possible to call Coroutines frome an other Behavior and for sure you could come with another solutions, but events would be very convenients.