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.