What is the correct way to get "Destroy()" to respect Timeline?
Tried with Coroutines and various time.WaitForSeconds() and Timeline.Destroy() etc.
Sorry for the very late reply on this.
You cannot use the Destroy overload that just takes seconds, as this is not aware of Chronos.
You can either start a coroutine, and in it, use Timeline.WaitForSeconds, then Destroy (instantly) after.
Or you can use Occurences, like this:
Timeline.Plan(seconds, () => gameObject.Destroy());
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