cinemachine colliders don't work

here is what i do
i add a cine collider and turn off avoid obstacles – which should be called avoid occlusion – and the camera still penetrates the ground, unless i move verrrry slowly

so it seems that it is not firing a longer ray when the delta move is large

Can you show an image or video of the problem. Also please an image of the vcam inspector.

sure
8508332--1133549--upload_2022-10-12_8-45-55.png
8508332--1133546--upload_2022-10-12_8-44-9.png

using Cinemachine;
using UnityEngine;

public class FreeLookController : MonoBehaviour
{
    float radius=1;
    float radiusBottom, radiusMiddle, heightTop;
    CinemachineFreeLook _freelook;
    public Vector2 minMax = new Vector2(0,15);
    public float scrollSpeed = 8;
    void Start()
    {
        _freelook = GetComponent<CinemachineFreeLook>();
        radiusBottom = _freelook.m_Orbits[2].m_Radius;
        radiusMiddle = _freelook.m_Orbits[1].m_Radius;
        heightTop = _freelook.m_Orbits[0].m_Height;
    }

    void Update()
    {
        radius = Mathf.Clamp(radius+ Input.GetAxisRaw("Mouse ScrollWheel")*scrollSpeed * Time.unscaledDeltaTime,minMax.x, minMax.y);
        _freelook.m_Orbits[2].m_Radius = radiusBottom + radius;
        _freelook.m_Orbits[1].m_Radius = radiusMiddle + radius;
        _freelook.m_Orbits[0].m_Height = heightTop + radius;
    }
}

8510171--1133912--upload_2022-10-13_16-59-48.png

Have you tried to change your Minimum distance from target?

Yes, you have minimum distance from target set to 20 - which means that it will ignore all obstacles within 20m of the target

Thanks. I changed it back to 0.1, I thought it was for occlusion only.