We are currently creating a game that receives input and creates Unity Timeline at runtime. After we recognized that performance drops a lot. So we check the profiler and found that one of the problems is AnimationTrack.CreateClip(). AnimationTrack.CreateClip (that is only one line of code) cause 23.92 ms is very huge. Other problem we already know how to deal with it. But about Timeline we don't know much. In this case, How could we deal with it? We know that Timeline doesn't design for runtime much. Is there a way like pooling or pre-create? Or create a custom track that do exactly the same thing but with least features can help?