Hi,
I’m in the process of adapting some code/systems I didn’t wrote to Cinemachine.
I have a very basic interpolating script which is perfect to me to handle a simple 3rd person driving game with an arcade feel.
And, I need to port it as is to Cinemachine.
Yet, I really can’t find how to replicate it perfectly. I’m tempted to just use it as it is, but it’s now getting a matter of principle ![]()
Could you please help me?
Setup:
a CameraRig gameobject mounted(child) on the Target, with this local transforms:

And a VehicleCamera with this transform. VehicleCamera is child of CameraRig

Basically, the camera is looking at 1 unit above the Target, leaning down 20 degrees, 4 units backwards with that angle.
The camera script is easy (stripping some code):
void Awake(){
cameraPositionOffset = rig.localPosition;
cameraRotationOffset = rig.localEulerAngles;
}
void FixedUpdate() {
rig.position = Vector3.Lerp(rig.position, transform.position + cameraPositionOffset, Time.deltaTime * followSpeed);
rig.rotation = Quaternion.Lerp(rig.rotation, Quaternion.Euler(transform.eulerAngles + cameraRotationOffset), Time.deltaTime * rotationSpeed);
}```
followSpeed is 16 and rotationSpeed is 4
I set up a simple vcam like this, result of some guesswork to compensate for the different interpolation:
Vcam settings [spoiler] [/spoiler]
But the feel is completely different. In editor the camera coords are almost similar. Also, the camera seems to be a bit stuttering if I put all the dampings to zero.
I basically killed the Soft and Dead Zone by zeroing them.
And, that's all.
Probably it's just better to write two simple, custom aim/move modules?
The project is quite big, but I can try to shrink it a lot as a package if it may help. It's basically the 2 objects nested as above and a single script on the Target, ruling the camera.
Since I have multiple vehicles, I'm also basically decoupling the camera from the vehicle hierarchy, and allowing me to blend in/out from the track flyby and the adversaries, so Cinemachine seems like the right direction to take.

