Changing transform parents for animated objects in timeline has been a nightmare for me. I thought it would be an easy way to have multiple objects move together, and it is, but coupling/decoupling on the fly breaks things in ways that I can't wrap my mind around. Essentially, there's a MonoBehaviour with OnEnable and OnDisable defined and public references to the relevant transforms. I generally wind up with a bizarre offset applied to the objects when the object is parented or de-parented. Changing/removing/ignoring the clip offsets at best will fix the problem only on one side of the activation. Then something that was seemingly working will break once I add/change animation. Also, while it was working for me initially, now any attempts I make to change the position of the objects in script seem to be ignored. The transforms sometimes also show apparently incorrect values for scale in the debugger. Worse is that scrubbing, playing the timeline in the editor, and pressing play usually all do different things. The interplay with Timeline, Animator and my scripting seems much more complex than it looks on the surface, and days of hacking, reading and testing are not getting me closer to understanding it. I want to blame Timeline itself, and it is kind of a piece of junk right now. But other folks seem able to make it work, like this guy: https://forum.unity.com/threads/update-order-problems.515444/#post-3382166 I'm punting on this now and will try having multiple copies of these objects already positioned and parented or not, as needed, and activate/deactivate them in the timeline. Does anyone have a recipe for doing this in a more sane way? Or some insights into general problems when working with Timeline? Thanks!