What is the best way to handle Virtual Camera transitions in a 2D Platformer?

I’ve seen everyone use colliders to handle transitioning from one vcam to another. Some use a ‘entry/exit’ box collider2D strategy, some use a ‘room’ box collider 2D strategy, some use the confiner as the room collider2D - but I wanted to know if there’s another efficient way to handle camera transitions from one room to another (like megaman) using Cinemachine for a 2D platformer/metroidvania style game.

So far I use the ‘room’ box collider 2D strategy, however I feel it’s a bit tedious making sure the box collider bounds are correctly overlapping for the correct positioning of the player after transitions.

2D colliders are the way to go. It’s not as finicky as you suggest. Use the CinemachineTriggerAction script to facilitate this. Activate the vcam on enter, and deactivate it on exit. Make sure the colliders overlap a bit and you’re good to go.