Not sure of a better way to word the title, but basically what I'm doing is this: I have a timeline that's meant to be an interactable series of events. For illustration purposes, say: 1. A box appears 2. A clip on the timeline executes an arbitrary event that says: pause the timeline until a button is pushed. During this time, the box should stay visible. 3. Pushing the button resumes the timeline, which deactivates the box so that it disappears. The problem I'm happening is that by the time the event telling the timeline to pause has executed, my box has already disappeared because the play head has moved past the point where it was supposed to stop. I could create a longer "buffer zone" to catch the pause command, but that also means that when a button is pushed, there is a little delay as it plays through the buffer zone to the next part. This is a pretty brittle solution anyway and if the frame rate goes low enough may not even work. I tried changing the "Update Method" of the playable director to "Unscaled Game Time", and this seems to reliably get the timeline to pause on the same frame as the pause event, but I don't understand it well enough to feel confident that this is going to work reliably if the frame rate of the game gets wonky. I should say also, I'm using an asset from the asset store to execute my events on the timeline: https://assetstore.unity.com/packages/3d/characters/timeline-events-115300 It uses clips that are configured to execute a unity event. Not sure if there would be any difference with using markers or the built in "signal" system. Any advice is appreciated, thanks!