2D Cinemachine with Lookahead time respawn problem

I am working on a 2D platformer. In a level I have some checkpoints so that if you take one of them, when you die the player gameObject gets moved to the last checkpoint location. That is done this way:

private void death() { rb.velocity = Vector2.zero; transform.position = respawnPos; }

I also have a 2d cinemachine follow cam set up to follow the player. I gave the camera ‘0.2f’ of lookahead time.

The problem is whenever I die and the player position is changed my camera moves too much because it’s applying the lookahead time, then it snaps back to the player (it behaves like the instant change of position of the player is a movement). I also added that on death the rigidbody.velocity goes to zero hoping this would fix my problem but it doesn’t.

Is there a simple way to fix this issue? [please solution in c#]

(I don’t know much of how cinemachine works, I just watched some basic tutorials)

I had the same problem and it was solved.

When your player gameObject respawn, get CinemachineFramingTransposer component of your virtual camera:

_framingTransposer = _virtualCamera.GetCinemachineComponent<CinemachineFramingTransposer>();

Then call this function:

_framingTransposer.OnTargetObjectWarped(_virtualCamera.Follow, delta);

The parameter delta should be respawn_position - die_position in your case.

I’m having the EXACT same problem. Haven’t found a solution yet. Let me know if you find anything.

Late answer but for others that have the same problem.

In respawn code, deactivate the respawned object and then turn it on.

Did u find a solution?? I have the same problem…