Quick answer: Unity VFX Graph camera-relative particles surviving a cinematic cut and showing wrong position? Camera cut isn't propagated to VFX - reset on OnCameraCut.

Cinematic cuts from Camera A to Camera B; particle trails follow Camera A's frame for a moment.

Reset on cut

Cinemachine OnCameraCut: vfx.Reinit(). Camera state refreshed.

Or use world-space particles

Camera-relative is an optimization; world-space avoids the cut bug.

Audit camera-relative VFX

Each VFX with the flag: cuts handled? If not, the bug surfaces.

“Camera-relative VFX assume camera continuity. Cuts break the assumption.”

If your game uses camera-relative VFX with cuts, the reset pattern is mandatory.

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