ForceCameraPosition stopped working for OrbitalFollow

Hello,

I’ve noticed that ForceCameraPosition doesn’t work as used to be, at least not in my setup (using Orbital vcam with OrbitalFollow). In the past it placed camera to given position. Now it sets vcam to given rotation instead.

I often need to place camera to certain position (defined by scene Game Object) and expect Cinemachine to calculate proper rotation and zoom to face camera target, like it used to work in Unity 6.2 and earlier versions.

Is it a bug or could there be method with only one argument, position, duing just that? I tested it when camera target doesn’t move, to ensure that problem is not in some desync between camera and its target. I’m on Cinemachine 3.1.6.

It sounds like you’re running into the subtle shift in how Cinemachine 3.x handles “State” versus “Position.” In previous versions, the API was often more forgiving about brute-forcing a world-space position, but with the architectural changes in Unity 6 and Cinemachine 3.1.6, the OrbitalFollow component prioritizes its internal coordinate system (heading and radius) over raw Transform overrides.