Cinemachine is sometimes rotating too fast

I’m kind of new to Unity, and I’m trying to make a 3rd person and 1st person camera. The cameras were rotating fine before, but right now for some reason they are rotating too fast sometimes even though I didn’t change anything in the scripts. Here is the script and the components:

using UnityEngine;
using Cinemachine;

public class CameraController : MonoBehaviour
{
    [SerializeField] HumanoidLandInput _input;

    [SerializeField] float _cameraZoomModifier = 32.0f;

    float _minCameraZoomDistance = 1.125f;
    float _maxCameraZoomDistance = 3.0f;

    CinemachineVirtualCamera _activeCamera;
    int _activeCameraPriorityModifer = 31337;

    public Camera MainCamera;
    public CinemachineVirtualCamera cinemachine1stPerson;
    public CinemachineVirtualCamera cinemachine3rdPerson;
    CinemachineFramingTransposer _cinemachineFramingTransposer3rdPerson;

    private void Awake()
    {
        _cinemachineFramingTransposer3rdPerson = cinemachine3rdPerson.GetCinemachineComponent<CinemachineFramingTransposer>();
    }

    private void Start()
    {
        ChangeCamera(); // First time through, lets set the default camera.
    }

    private void Update()
    {
        if (!(_input.ZoomCameraInput == 0.0f)) { ZoomCamera();  }
        if (_input.ChangeCameraWasPressedThisFrame) { ChangeCamera(); }
    }

    private void ZoomCamera()
    {
        if (_activeCamera == cinemachine3rdPerson)
        {
            _cinemachineFramingTransposer3rdPerson.m_CameraDistance = Mathf.Clamp(_cinemachineFramingTransposer3rdPerson.m_CameraDistance +
                                (_input.InvertScroll ? _input.ZoomCameraInput : -_input.ZoomCameraInput) / _cameraZoomModifier,
                                _minCameraZoomDistance,
                                _maxCameraZoomDistance);
        }
    }

    private void ChangeCamera()
    {
        if (cinemachine3rdPerson == _activeCamera)
        {
            SetCameraPriorities(cinemachine3rdPerson, cinemachine1stPerson);
            MainCamera.cullingMask &= ~(1 << LayerMask.NameToLayer("Player (Self)"));
        }
        else if (cinemachine1stPerson == _activeCamera)
        {
            SetCameraPriorities(cinemachine1stPerson, cinemachine3rdPerson);
            _activeCamera = cinemachine3rdPerson;
            MainCamera.cullingMask |= 1 << LayerMask.NameToLayer("Player (Self)");
        }
        else // for first time through or if there's an error
        {
            cinemachine3rdPerson.Priority += _activeCameraPriorityModifer;
            _activeCamera = cinemachine3rdPerson;
        }
    }

    private void SetCameraPriorities(CinemachineVirtualCamera CurrentCameraMode, CinemachineVirtualCamera NewCameraMode)
    {
        CurrentCameraMode.Priority -= _activeCameraPriorityModifer;
        NewCameraMode.Priority += _activeCameraPriorityModifer;
        _activeCamera = NewCameraMode;
    }
}

ihdwpc

You camera setup doesn’t have any built-in rotation, it just does whatever the Follow target does. So you need to look at your scripts that are controlling the Follow target’s rotation.