I've run into a problem that I'd like to see if I can get visibility on that appears to be a timeline bug. We have customized markers in our game that signal a timeline to pause so that we can display narrative bubbles that the user has unlimited time to read and dismiss before the timeline continues. We ran into a problem though where even though we followed the recommendation here: https://forum.unity.com/threads/playdirector-pause-not-immediate.827373/#post-5801512 Where we scan the marker's time field and set the duration of the playable to a hard value. Unity 2020.1.14f1 TimelinePackage 1.4.4 I submitted bug# 1294256 but I'm wondering if anyone has experienced this? It appears that this primarily appears in low frame rate situations, but we need timelines to be deterministic even in low frame rate situations. It basically destroys our cutscene system because we cannot deterministically know how many stop points there are going to be in a conversation. @seant_unity if you have any insight I'd be happy to discuss aspects of the bug report here.