Hi
DiegoM,
Thanks for your explanation. I tried your suggestion of pausing/resuming, but I didn't go into enough detail in my first message to explain the problem properly, my mistake.
I actually have multiple timeline for my character (a boss) like appear, idle, crush, attack A, attack B, death, etc…
It seemed easier for me that way as I want its actions to be randomized. So when I switch to another timeline, the offset happens. It happens exactly once I load a timeline for the first time. Once that first switch happens, the offset stays stable if I go back to a previous timeline that's already been played.
I changed a bit my example: dropbox.com/scl/fi/v73ffcvmnzlexpym6o08g/TimelineHierarchyLegsTest.c3p
I also tried several things but it didn't fix anything:
• Stop all (I expected this to reset to the initial editor state per the tooltip, but the drift is still there)
• Set time to 0 on the paused timeline before switching
• Adding Wait 0 between Play/Pause calls to force different ordering across ticks (this actually changes which transition the offset shows up on, but never removes it)
• "Warming up" every timeline once with Play all before ever using them for real gameplay
I noticed in your segmented boss fight example that all the different timelines are played from inside a function. Is using a function a requirement for timelines to work correctly, or just a structural choice in that example?