Working with the timeline over the last month, we accumulated several questions that are not answered anywhere in the docs or in the forum. Can someone from Unity answer these please. Perhaps this can become the beginning of an FAQ. Is a very short playable clip (say 1 frame long) guaranteed to run, ie receive at least one ProcessFrame() call? Or can the timeline, due to low frame rate hiccup, skip a few frames completely bypassing the short clip? This is critical for EventTracks. How to access trackBinding object in OnGraphStart() in behaviors? How to access trackBinding object in CreateTrackMixer() in TrackAsset? How to add serialized fields to TrackAsset that are exposed in the Editor? (Similar to "Post-playback state" on the default ActivationTrack) Just adding [Serializable] to the TrackAsset and a public field doesn't work. The default ActivationTrack has a strange feature that when the timeline is paused in playmode in the middle of an Activation clip, it deactivates the GameObject, instead of keeping it unchanged as you would expect. Is this a bug? Thank you!