As the title suggests Cinemachine causes the camera to move in very very amount even in editor mode. Not playing. The movement seems like in one direction in very very small amount, but it moves constantly.
disabling the cinemachine attached to camera, stops the camera from moving.
Every call to Repaint the SceneView will cause camera to move, and thus changes in my scene, which I do not want.
Only VCam active has a framing transposer, but no follow target is set in Edit Mode.
Is there a way to disable Cinemachine from running at all in EditMode?
I don’t know how to repro this, so it’s hard for me to comment. If someone who is having this issue can make me a small repro project then I can look into it and perhaps say something intelligent on the topic
You can do it by putting the CMBrain in Manual update mode and writing a script to update it, that doesn’t execute in edit mode - or that switches it to another mode when playmode is entered.
I’m having this behaviour too. I’m on Unity 2020.2.3f1 and Cinemachine 2.7.1.
It’s not 100%, but it’s definitely related to not reloading the domain. My framing transposer was constantly zooming out (in both editor and play mode), even after restarting Unity, until I caused a recompile. Immediately afterwards, everything was fine again.
Sorry, no solid repro other than repeatedly entering play mode without reloading the domain - sometimes when play mode starts it messes up, sometimes not.
Similar issue, however my Brain is on a separate object, and this only happens to a single virtual camera.
Doesn’t seem to affect me in play mode at all, but it rotates around the character to strange positions when the editor view updates.
I had this issue at a large scale where random buttons made the cam moved varying amounts. The FreeLook cam field of Follow was set to follow a player which had a camera attached. Moving the cam to a child of the player fixed the issue
I have similar issue too, camera moves when Unity recompiles the scripts. I have a simple camera with cinemachine brain, than a tracked dolly and dolly virtual camera that aims at group.
When I enter the play mode, camera positions itself correctly, then I copy the transform and paste it in edit mode. Everything is OK but then, camera rotates a bit when when I recompile the scripts or call:
UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation(UnityEditor.Compilation.RequestScriptCompilationOptions.CleanBuildCache);```
Unity 2021.1.20f1
Cinemachine 2.7.9


@Gregoryl if you want, I can try to reproduce it in some minimal project and send it where you want to, or even create a bug report
I just now received an email with resolution “As Designed” and these are the resolver notes:
“Resolver: Resolution Notes: The transform and fov values change, because that’s how GroupComposer works. It has several ways to compose a group (zoom only (fov) , dolly (transform) and zoom (fov), etc). These behaviours are calculated at runtime, so that’s why you see the changes after entering playmode.”
Very weird answer, because I never mentioned anything about play mode, it all happens in edit mode while recompiling scripts. And as if I didn’t know that the values are supposed to change in runtime…
But anyway it seems that in the newest version of Cinemachine package and Unity Editor, this issue is not reproducible, so there is hope.
I’m still having the same issue in Unity 2022.3.1f1
I could upload a zipped file of the project so you can look at it( the file is a bit large). I have no idea why this is happening. It’s also affecting the gameobject to move far away and when I hit play, the gameobject stays where the bug moved it to.
I hope someone can show me a solution for this.