CursorLockMode.Locked breaks FreeLookCamera in new input system

I’m having some issues with locking the cursor and using the FreeLookCamera in conjunction with the new input system. Ideally, I’d want the cursor locked at the center of the screen with CursorLockMode.Locked, and the delta from the mouse movements is what rotates the camera.

This was functioning properly before I implemented the new input system. Now that I have implemented it, whenever I lock the cursor in this way, I can’t rotate the camera at all. If I use Confined or don’t lock the mouse at all, I’ll be able to rotate the camera, but only until the mouse hits the edge of the screen, so a full 360’ rotation around the player character is not possible.

My “Look” axis in the new input system uses Delta [Pointer], but I’ve tried Delta [Mouse] as well, same outcome. I’m using the Cinemachine Input Provider script with my Look axis placed in the XY Axis field.

Am I doing something clearly wrong here? I feel like I’ve done everything I can to make the camera function like it did before. Is there something I’m missing?

Edit: Tested my build and this issue does not occur on Mac. I’ve been testing and developing on the Linux editor, so it’s probably an issue there.

You might try asking this question on the input system forum. Cinemachine just uses what comes out of the input system.