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.