I've been trying to develop a simple cutscene system for my project, and I was hoping to use Timeline to make it easy to do it. Timeline's great, in concept: Control and coordinate the animations between actors, cameras, et cetera. But Timeline can be very frustrating in some ways because it's easiest to use when it is loaded as part of the scene(rather than being loaded otherwise) and makes references to objects also loaded as part of the scene. Which is to say, there is no designer-friendly way that I can discern to save the Timeline actors and Timeline itself to each other as a prefab, or even as an additive scene if not all the actors are native to that scene. The best thing I came up with was cooking up a ScriptableObject with reference to the Timeline and the names of the required GameObjects as strings. Yes, I felt disgusting for that solution, and I can't in good conscience ask my teammate designers to use this pattern. I've been puzzling over this one for hours; I don't like asking for advice in this way, but... What is the most designer-friendly way to make a Timeline reference to a GameObject 'actor' with an Animator component, under the assumption that the GameObject is a character who may be used in different scenes? Bonus points if the GameObject used by the Timeline can be different.