Unity Cinemachine error: Assertion failed on expression: 'CompareApproximately(det, 1.0F, .005f)'

I am using the Cinemachine asset available on the Unity Asset Store and getting a bunch of exceptions. Although they don’t seem to have any effect on my game as such, but still I’d prefer to get rid of them.
The exceptions appear only when I unpause a paused game (using Time.timeScale), and not otherwise.

alt text

Stack trace of exceptions below:

Assertion failed: Assertion failed on expression:
‘CompareApproximately(det, 1.0F, .005f)’

UnityEngine.Quaternion:FromToRotation(Vector3, Vector3)

Cinemachine.Utility.PositionPredictor:PredictPosition(Single) (at
Assets/Cinemachine/Base/Runtime/Core/Predictor.cs:64)

Cinemachine.CinemachineFramingTransposer:MutateCameraState(CameraState&,
Single) (at
Assets/Cinemachine/Base/Runtime/Components/CinemachineFramingTransposer.cs:318)

Cinemachine.CinemachineVirtualCamera:CalculateNewState(Vector3,
Single) (at
Assets/Cinemachine/Base/Runtime/Behaviours/CinemachineVirtualCamera.cs:426)

Cinemachine.CinemachineVirtualCamera:UpdateCameraState(Vector3,
Single) (at
Assets/Cinemachine/Base/Runtime/Behaviours/CinemachineVirtualCamera.cs:128)

Cinemachine.CinemachineCore:UpdateVirtualCamera(ICinemachineCamera,
Vector3, Single) (at
Assets/Cinemachine/Base/Runtime/Core/CinemachineCore.cs:237)

Cinemachine.CinemachineCore:UpdateAllActiveVirtualCameras(Vector3,
Single) (at
Assets/Cinemachine/Base/Runtime/Core/CinemachineCore.cs:165)

Cinemachine.CinemachineBrain:UpdateVirtualCameras(UpdateFilter,
Single) (at
Assets/Cinemachine/Base/Runtime/Behaviours/CinemachineBrain.cs:445)

Cinemachine.CinemachineBrain:LateUpdate() (at
Assets/Cinemachine/Base/Runtime/Behaviours/CinemachineBrain.cs:399)

Below is the script responsible for pausing and unpausing the game:

public void PauseGame()
{
	if (pauseMenuCanvas)
	{
		Time.timeScale = 0f;
		pauseKeyDisabled = true;
		if (pauseMenuPanel)
		{
			pauseMenuPanel.SetActive(true);
			pauseMenuPanel.GetComponent<CanvasGroup>().interactable = true;
			if (pauseMenuPanelAnimator == null)
				pauseMenuPanelAnimator = pauseMenuPanel.GetComponent<Animator>();
			pauseMenuPanelAnimator.SetTrigger("Open");
			if (!helptextPopulated)
			{
				helptextPopulated = true;
				helptext.text += "

<align=left>" + GameSession.contentInfotext;
}
}
}
gamePaused = true;
pauseKeyDisabled = false;
}
IEnumerator UnPauseCoRoutine()
{
pauseKeyDisabled = true;
Time.timeScale = 1;

	if (pauseMenuPanel.activeSelf)
	{
		pauseMenuPanelAnimator.SetTrigger("Close");
		pauseMenuPanel.GetComponent<CanvasGroup>().interactable = false;
	}
	if (helpPanel.activeSelf)
	{
		if (helpPanelAnimator == null)
		{
			helpPanelAnimator = helpPanel.GetComponent<Animator>();
			helpPanel.GetComponent<CanvasGroup>().interactable = false;
		}
		helpPanelAnimator.SetTrigger("Close");
	}
	if (audioPanel.activeSelf)
	{
		if (audioPanelAnimator == null)
		{
			audioPanel.GetComponent<CanvasGroup>().interactable = false;
			audioPanelAnimator = audioPanel.GetComponent<Animator>();
		}
		audioPanelAnimator.SetTrigger("Close");
	}
	RuntimeAnimatorController ac = pauseMenuPanelAnimator.runtimeAnimatorController;
	yield return new WaitForSeconds(ac.animationClips[0].length); // use any animation from the array, as all have same length
	pauseMenuPanel.SetActive(false);
	helpPanel.SetActive(false);
	audioPanel.SetActive(false);
	gamePaused = false;
	pauseKeyDisabled = false;
}

@vverma9 hello, the time scale stops the fixed update but not the update or the coroutines, in updated method of 184787-captura.png