Quick answer: Set the Default Blend on the CinemachineBrain to Ease In/Out with a duration, and change priorities while both cameras are live so the brain has something to blend between.

If your camera jumps instantly between shots, the brain is doing a Cut, not a blend. Setting a blend curve and a non-zero time fixes it. Here is how.

How to fix it

1. Set a default blend time

On the CinemachineBrain, set Default Blend to Ease In/Out and a duration like 1-2 seconds. A duration of 0 or a Cut style produces an instant jump no matter how you switch cameras.

2. Switch priority while both vcams are active

Keep the outgoing vcam enabled and simply raise the incoming vcam's Priority. If you enable a vcam the same frame you destroy the old one, the brain has no outgoing shot and falls back to a cut.

3. Add a custom blend if needed

For specific pairs, add a Custom Blends asset to the brain so a named A-to-B transition uses its own curve and time instead of the default.

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.