Quick answer: On respawn, teleport the camera directly to the follow target's position for one frame and reset any SmoothDamp velocity before resuming damped follow.
If respawning makes the view glide across the map, the follow is interpolating from the death spot. Warping the camera first fixes it. Here is how.
How to fix it
1. Snap the camera on spawn
When the player respawns, set the camera transform directly to the desired offset from the spawn point before the next render, so there is nothing to blend across.
2. Reset the smoothing velocity
Zero the ref Vector3 velocity you pass to SmoothDamp, otherwise leftover velocity from the death frame yanks the camera after the warp.
3. Use Cinemachine OnTargetObjectWarped
With Cinemachine, call vcam.OnTargetObjectWarped(target, delta) so the brain warps its internal state with the teleport instead of blending to it.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.