I am currently using Timeline to control individual characters in a fighting game, and must manually control and evaluate multiple timelines per frame. Any given timeline may be stepped or evaluated multiple times per FixedUpdate, due to needing to support rollback netplay. It is working well, but it is generating a lot of garbage. Each call to PlayableDirector.duration and PlayableDirector.Evaluate both generate 80 bytes of garbage per Timeline. With up to 8 timelines in use and potentially 60 ticks to fast forward as a result of rollback netplay, that can generate 76.8kb of garbage in one (Fixed)Update. My question: is this garbage necessary? and if it isn't, can this be removed? Tangentially related: is it possible to run these evaluations as a part of the C# Jobs system?