Hi all, In my current setup, there are several instances where we manually pause the timeline using an outside custom TimelineManager object. Usually we do this to wait for a character to move to a specific spot or wait until a certain input has been received or for dialogue to finish, etc. However, I've noticed that when we call Timeline.Pause() (or whatever the function's called), Cinemachine automatically selects the camera with the highest priority to view the scene through. In order to prevent this behavior, we've taken to using Activation Tracks to manually disable/activate cameras. This is quite cumbersome and requires a lot of properly synced up tracks (many of which are often spatially separated in the inspector)--for instance, we have to have Cinemachine track itself, then any Animation tracks that drive the camera (if applicable) and finally, an Activation Track to turn on/off the camera. In other words, is there an easy way to hook into Cinemachine--I imagine the brain receives some sort of OnTimelinePause event or something of the sort? Essentially, we'd like for Cinemachine to keep the focus on whatever camera was 'live' when the Timeline was paused and not do any camera switches at all when the timeline is paused. Or perhaps I'm wrong about all of this and doing something incorrectly--feel free to correct me if so! Thanks again for the awesome tools!