Quick answer: Cinemachine 3 split input out of the cameras. Add a CinemachineInputAxisController component to the camera GameObject and bind Input System actions.

After upgrading from Cinemachine 2 to 3, the orbit camera doesn’t respond to mouse. The Axis State settings disappeared from the camera. Input is now a separate component.

Add Input Axis Controller

On the CinemachineCamera GameObject:

  1. Add Component → Cinemachine → Input Axis Controller.
  2. It auto-detects axes from the camera’s components (Orbital Follow, etc.).
  3. Bind Input Actions to each axis.

Input System Bindings

Per-axis “Input Action” reference: drag your mouse delta or stick-look action. Cinemachine applies the value to camera rotation.

Look X: Player/Look (Vector2, x component)
Look Y: Player/Look (Vector2, y component)
Zoom:   Player/Zoom (float, axis 1D)

Legacy Input

For old Input Manager (no Input System): use Cinemachine Input Provider on the camera, axis names matching Edit → Project Settings → Input Manager entries (Mouse X, Mouse Y).

Multi-Camera Setup

Each CinemachineCamera needs its own axis controller. For shared input across multiple cameras (priority handover), bind the same actions to each.

Verifying

Move mouse; camera orbits. Scroll; zoom changes. Switch between cameras; control transfers correctly.

“Cinemachine 3 separates camera logic from input. Add the controller component and bind actions.”

For local co-op multi-screen setups, this separation lets each player drive their own camera with their controller’s input asset.