Cinemachine FreeLook Camera Snapping Issue When Rotating

Hello everyone,

I am experiencing a rather strange issue with the Cinemachine FreeLook camera in Unity (3D). While rotating the camera, I notice that it usually operates smoothly, as expected. However, I’m encountering a “snapping” issue when the camera approaches specific orientations, and it’s breaking the smoothness of the camera movement.

  • Setup:

  • I have a player object with a “lookat” gameobject.

  • a main camera with a cinemachine brain

  • a virtual camera with cinemachineFreeLook and cinemachineInputProvider components.
    the virtual camera has the player as the Follow, and Lookat object (child player object) for the lookat.

  • Example:

For instance, if the camera is aimed significantly to the left of the player and starts to turn towards the forward direction, it suddenly accelerates and snaps into a forward-facing position.

  • What I’ve Tried:
  • I have checked the Rig settings, including Dead Zones and Dumping.
  • I have experimented with various Binding Modes.
  • I have reviewed the input configurations.

None of these have fixed the issue so far, and I am looking for suggestions on what could be causing this snapping effect and how to eliminate it to maintain smooth camera movement.

Thanks in advance for any insights or advice!:slight_smile:

Heyyoo :slight_smile:

Can you take a video of the issue?

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Also please tell us what version of CM, and paste an image of your hierarchy showing the main camera, the player, and the FreeLook camera.