Quick answer: Unity Cinemachine virtual camera priority changes ignored during an active blend? The brain locks the blend pair until completion - call Brain.ActiveBlend.Complete() to interrupt.

Higher-priority camera enters during a 2s blend. Brain finishes the existing blend before considering the new camera.

Complete the active blend

brain.ActiveBlend?.Complete();

Forces the brain to re-evaluate priorities. New camera takes over on the next frame.

Or use Live Camera override

Set ManualUpdate mode briefly; pick the new camera; restore. Bypasses the blend lock.

Configure blend curve

Use a faster blend curve for the priority-change case. Doesn't fix the interruption issue but reduces latency.

“Cinemachine blends are atomic transactions. Mid-blend overrides require explicit interruption.”

If you change camera priorities at runtime, document the blend-interrupt pattern. New engineers will discover the lock the hard way otherwise.

Related reading