Hey cutie pies,
I created a basic FreeLook CM camera, and there is a strange behavior going on with its CinemachineInputAxisController component. Specifically with the “Look Orbit X” property : inputs from my mouse and my gamepad’s right stick are treated inversely. When I go left with my mouse, the camera goes left; but if I try to orient the gamepad stick to the left, the camera goes right. Curiously this does not happen with the Y property, where the mouse and controllers produce the same (and expected) result.
I am using the InputSystem package, and the problem doesn’t seem to come from there. I debugged what inputs are produced by both devices, and they are identical : going left with the mouse or gamepad stick gives a negative X value, while going right gives a positive X value. Same thing with the Y values. So it seems the problem comes from the Input CinemachineAxisControllercomponent, as if it inverted the X value coming from a gamepad input.
If anyone had any insight about this, or could try it out themselves…
Thanks for your time 
I just experienced this myself. For me it was because the CinemachineInputAxisController component was referencing the Input Action asset that comes packed with Cinemachine called “CinemachineDefaultInputActions”. In it, the Look action scales the Gamepad right stick by -100 on the x axis, which is weird. It also uses the Gamepad right shoulder for aiming, which is also not the standard button for aiming on gamepads I think. The left trigger is. Looks like whoever set up this input action asset was very unfamiliar with standard gamepad conventions. To fix this, I’d recommend creating your own InputAction asset which doesn’t scale the Gamepad right stick by a negative value on the x axis and assign that in the CinemachineInputAxisController component. Or you could use the default InputAction asset in Unity 6 or duplicate the Cinemachine one and fix it’s issue.
Yup it was the same for me, I did not realize the CinemachineInputAxisController component was using the input asset default to Cinemachine. The actions in there have the exact names as the ones in the default project-wide asset, and I did not think of clicking on the action fields in the component to have them automatically selected in the Project window. And indeed the actions in the Cinemachine Input asset have some weird bindings as you mentionned… like Sprint being wired to Xbox controllers rather than generic gamepads?
Anyway I fixed it by assigning my project-wide actions to the CinemachineInputAxisController action fields, so thanks Josh, you fixed my issue. You’re cool <3