Quick answer: Add a CinemachineBrain to the camera bound on the track, assign a virtual camera to each shot clip, and make sure the track's binding points at that camera.
A Cinemachine Shot track that does nothing usually means the brain or the per-clip camera reference is missing. Wiring both fixes it. Here is how.
How to fix it
1. Bind the brain camera
Add a CinemachineBrain component to the Camera you bind to the Cinemachine Track. The track drives the brain, and the brain blends the actual Camera, so without it nothing moves.
2. Assign a camera per shot
Open each Cinemachine Shot clip and set its Virtual Camera field. An empty shot produces no target for the brain, so the previous camera or the default keeps showing.
3. Check track priority and blends
When live gameplay cameras fight the Timeline, the brain's default blend or a higher-priority vcam can override the shot; let the Timeline take exclusive control by lowering gameplay vcam priority during the cutscene.
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.