Quick answer: On cutscene end, lower the cutscene vcam priority and re-raise the gameplay vcam, and make sure the Timeline's Cinemachine track override is cleared when the director stops.
If the view stays locked on the cutscene framing after it ends, the cutscene camera still outranks gameplay. Restoring priorities hands control back. Here is how.
How to fix it
1. Restore vcam priorities
When the director stops, set the cutscene vcam's priority below the gameplay vcam (or disable it) so the CinemachineBrain blends back to the gameplay camera.
2. Release the Timeline override
A Cinemachine Track holds a brain override while it is active; ensure the director actually reaches Stop (handle skips too) so the override is released and live vcams take over.
3. Blend instead of snap
Set the brain's default blend so the hand-back eases from the cutscene framing to gameplay rather than cutting hard, which players read as a glitch.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.