Mouse Position returns wired values with Cinemachine2D

Hello everyone.
I am having wired behavior with Cinemachine2D.

I have following code in my Update() Loop:

private void Update()
{
        if (Input.GetMouseButtonDown(0))
        {    
            Debug.Log(Input.mousePosition);                
        }
}

I am using Cinemachine2D and on start it does follow a GameObject and it works just fine. The values look good. (Bottom left of the screen shows (0.4, 6.0, 0.0) for example)

Once I change the Following Target (another Game-Object at the same Position as the previous Object) it suddenly shows totally different values (-2897.9, -1014.0, 0.0) also on the left bottom corner.

Of course that messes up all my ray casts to see if one objects has been touched…

Can anyone explain me why and how I can solve the problem, because I need to change the following target dynamically?

Thank you very much and best regards,
Luke

Hi, thanks for the hint but Iam absolutely sure, that I do click (almost) at the same spot. But definitely not 3000 units away. But I found out, if I add the follow object by code it works. Problems happen if I use the unity editor hirarchy and drag and drop. Therefore I do not have a problem, because in the final game it will be added by code. Just wanted to test it by hand but something seems to go wrong that way.