Quick answer: Rebind each track to the live object at runtime with SetGenericBinding, or use an ExposedReference resolved against the director's context.
When a Timeline plays in the editor but does nothing after a scene reload, the track-to-object bindings have gone null. You rebind them in code before playing. Here is how.
How to fix it
1. Rebind in code before Play
After loading the scene, loop the timeline outputs and call director.SetGenericBinding(track, sceneObject) for each track, then call director.Play(). Resolve the objects with a tag or a serialized reference, not by name.
2. Use ExposedReference for the asset
If the binding is on the TimelineAsset itself, expose it as an ExposedReference<T> and resolve it with reference.Resolve(director) so it follows the director's binding table instead of a stale instance id.
3. Avoid binding to instantiated prefabs
Bindings stored on a TimelineAsset are shared across all instances; bind on the PlayableDirector component instead so each instantiated copy carries its own binding table.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.