Cinemachine flicker at Update without solo cam

If Solo Camera is null (no matter what is the brain Update Method, Late, Smart or Fixed), the screen flickers. If camera update method is fixedupdate, the flicker is much less, but with Late or Smart, flickering is very visible. To reduce flickering I have to use only FixedUpdate for the target movements.
And this happens when I use composer. For hard constraint there is no flicker or jumping.
Any comments on this is appreciated. Thanks

Thanks for reporting. I can’t really diagnose this without further information. Can you zip up a simple project that shows this problem?

Hello Greg

cubes is mp4 (please change extension to watch).

setup:
a vcam is placed at the origin and cubes are hovering around it. vcam is supposed to follow a cube in the middle.

symptoms:

  1. first part of video is smooth (cube position is updated in FixedUpdate()),
  2. second part of video flickers (cube position is updated in Update()).
  3. In both cases brain update is smart.
  4. If I set softzone width to zero the flickering is gone.
  5. While flicking (target Update(), brain Smart()), if I choose Solo on the vcam, flickering is notably reduced (not totally)
  6. no physics involved.

3177739–242225–cubes.txt (1.81 MB)

the project file is attached below.

3177748–242227–CineTest02.zip (363 KB)

Yes I understand the issue now. The way Cinemachine is currently implemented, stable camera damping is dependent on a stable rate of motion of the target. In this way, it is similar to a physics simulation. Unless your game has a very stable framerate, you will get much smoother results if you move your characters using Time.fixedDeltaTime instead of Time.deltaTime.

Thank you