I'm trying to blend to a timeline that has a dolly path that has the path position animated over timeline. When I run this playable director in the editor, it works great. When I add my event that ups the priority of the vcams involved in this dolly path and then play the timeline, it will usually switch to the first vcam in that timeline sequence when it's supposed to, but just not play the timeline; the camera just sits there. I am using the gameobject.GetComponent<PlayableDirector>().Play() to run the timeline and then just upping the priorities for those vcams over my player's control vcam to do this. Where am I going wrong? Play on awake is set to false... that's the only other thing I could think of atm.