My hope had been that I could setup a Playable Director as a singleton and just swap in and out Timelines as I wanted scripted sequences to occur - essentially, one Director, many Timelines (one per scripted sequence) However, I'm looking at the Bindings section now, and I'm starting to think this isn't possible. Can anybody clarify if I could use a single Playable Director or if I'm barking up the wrong tree? For example, say I have a scene, SceneA. This scene has a character, a door and a mug of tea. Would it be possible to have TimelineAsset01 play on the Singleton Director and move the character through the door, then replace TimelineAsset01 on the Director with TimelineAsset02 and have the character walk over and drink the tea? (All of these as animations and/or navmesh movements orchestrated by relevant Timelines) Furthermore, could we then load SceneB and use the same Director (via DontDestroyOnLoad) to have a chest open as a dog walks in circles using TimelineAsset03? I've started playing around with this: https://assetstore.unity.com/packages/essentials/default-playables-95266#description - but any advice or suggestions warmly appreciated!