Hello, I'm in the process of optimizing my project to get to 60fps, and have come across a BIG bottleneck related to Cinemachine that I was hoping to find an explanation or workaround for. Below is my profiler snapshot where you can see CinemachineBrain.LateUpdate eating up 3.5ms. Deep profiling down the callstack makes me think that this is about the process of calculating bounds for the camera confines. Still, I can't possibly afford 20% of my frame time going to just this. Any ideas? My setup is as follows: The camera set in a static angle, and move in space to make sure all characters on screen are inside its view, up to a limit defined by a CinemachineConfiner. Using Unity 2019.3.0f3 and latest stable Cinemachine package from the Package Manager. - CinemachineBrain -- Update Method: LateUpdate - 2x Virtual Camera -- Priority of 0 (Which doesn't change throughout the entire gameplay sequence). -- Different game modes use different camera styles, so the active camera is set once at the beginning of the game and doesn't change for the remainder of it. - 1x Active Virtual Camera -- Priority 10 -- LookAt: TargetGroup -- Body: Framing Transposer -- Aim: Nothing -- Noise: Basic Multi Channel Perlin (Set to 0 frequency and amplitude at rest, and sets them higher for screen shake effects on impact). -- Cinemachine Confiner: 3D - CinemachineTargetGroup -- Position: Group Center -- Rotation: Manual -- UpdateMethod: LateUpdate -- Targets: A collection of dynamic objects that move around the screen with dynamically changing weights. - CameraConfines: -- Box collider. Doesn't move or change throughout the run.