Quick answer: For target switches, prefer two virtual cameras with different priorities and let CinemachineBrain blend. For target teleports (same vcam, target moved), call vcam.OnTargetObjectWarped(target, delta) to skip smoothing through the jump.
Here is how to fix Unity Cinemachine vcams that snap visibly when you switch LookAt or move the target. Two patterns address different cases: vcam blends for switches, OnTargetObjectWarped for teleports.
The Symptom
Boss room cutscene: your vcam.LookAt = boss; the camera snaps to look at the boss. Players see a jarring cut.
What Causes This
Direct LookAt change. Reassigning LookAt repositions damping’s reference; the camera snaps.
Target teleported. Same target jumps in space; damping sees a huge delta and either snaps or smears.
The Fix
Step 1: For target switches, use two vcams.
// Vcam A priority 10 -> Player
// Vcam B priority 5 -> Boss
// Switch: A.priority = 5; B.priority = 10;
// Brain blends over Default Blend duration
Set CinemachineBrain Default Blend to Ease In Out 1.5 seconds for cinematic feel.
Step 2: For target teleport, OnTargetObjectWarped.
Vector3 delta = newPos - oldPos;
target.transform.position = newPos;
vcam.OnTargetObjectWarped(target.transform, delta);
Tells the vcam to absorb the discontinuity.
Step 3: For LookAt smoothing within a single vcam.
// Cinemachine 3rd Person Aim Aim component
// Damping: X=0.3 Y=0.3 Z=0.5
Adjust damping to taste; higher values smooth large LookAt deltas more visibly.
Step 4: Use Hints for tactical reorientation. Cinemachine Group Composer hint or Look At Offset can bias toward leading targets without instant snap.
“Two vcams + priorities for switches. OnTargetObjectWarped for teleports. Damping for in-place reaim.”
Related Issues
For Cinemachine Confiner jitter, see Confiner Jitter. For impulse, see Impulse Listener.
Multiple vcams blend. OnTargetObjectWarped for teleport. Smooth transitions.