Quick answer: Unity Cinemachine virtual camera following a teleporting target with a sudden snap? OnTargetObjectWarped() must be called to inform CM of the discontinuity.

Player teleports; camera lerps from old position to new in a visible swoop.

Call OnTargetObjectWarped

vcam.OnTargetObjectWarped(target, delta);

CM teleports its internal state; no swoop.

Or use Cut transition

For abrupt camera changes, Cinemachine cuts. The teleport visible; the camera follows.

Verify with debug visualizer

CM's debug overlay shows internal state. Snap on warp = the OnWarped wasn't called.

“Cinemachine assumes continuity. Discontinuities need explicit notification.”

If your game has teleports, the CM warp notification pattern is mandatory. Document; reuse.

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