Ok, we are using a 2D confiner for confining the camera to the boundaries of our game, and we also want to have a screen shake effect when needed, the problem is, when we apply the shake the camera shakes and moves outside the boundaries, I assumed that the confiner should override any attempt of position change yet it seems that the noise component still happens. Bellow I provide the screen shake code used, the virtual camera setup, the noise profile and our execution order
the implementation of the screen shake is simple
private IEnumerator ShakeCoroutine(float amplitude, float frequency, float duration, AnimationCurve curve, Action callback = null)
{
CinemachineBasicMultiChannelPerlin noise = (CinemachineBasicMultiChannelPerlin)currentActiveCam.GetCinemachineComponent(CinemachineCore.Stage.Noise);
if (noise == null)
{
yield break;
}
float time = 0f;
noise.m_FrequencyGain = frequency;
while (time < duration)
{
time += Time.deltaTime;
noise.m_AmplitudeGain = Mathf.Lerp(0, amplitude, curve.Evaluate(time / duration));
yield return null;
}
noise.m_FrequencyGain = 0f;
noise.m_AmplitudeGain = 0f;
callback?.Invoke();
}
This is the virtual camera setup: (we have multiple cameras but they are set up pretty much identical)
This is our 2D shake profile:

Execution order:

Also what worries me that the our wanted behaviour was solved as a bug?
Any ideas on how to move forward with this is issue would be amazing!

