I've created a Timeline that is supposed to activate a few deactivated gameobjects in the scene and keep them activated after it has ended. The Playable Director has a wrap mode of Hold and plays on awake, since I want the timeline to play every time this object is enabled. At the end of the timeline, only PS_OpenIdle_5.0 is still active in the scene. PS_results3_7.0 is set to inactive again. I tried changing the Post-playback state from Active to Leave As Is and PS_results3_7.0 still gets set to inactive. I tried adding more objects, also with their transitions dragged to the very end, but the timeline always picks just ONE gameobject to actually obey it's post-playback state. Is this by design? If so, why? Why can't the timeline handle more than one post-playback state? This is on Unity 2017.2.1f1.