// Cleanup when application closes
    void OnDestroy()
    {
        TimelineClient.Stop();

        if (_instance == this)
            _instance = null;
    }
    void OnDestroy()
    {
        TimelineClient.Stop();

        if (_instance == this)
        {
            _instance = null;
        }
    }
 void Awake()
 {
     if (_instance == null)
     {
         UnityTimelineUtils.SetDefautTimelineFunctions();  // initialize behaviour for Unity Timeline classes
         DontDestroyOnLoad(this);
         _instance = this;
     }
     else
     {
         Destroy(gameObject);
         return;
     }
 }
 void Awake()
 {
     if (_instance == null)
     {
         UnityTimelineUtils.SetDefautTimelineFunctions();
         DontDestroyOnLoad(this);
         _instance = this;
     }
     else
     {
         Destroy(gameObject);
         return;
     }
 }