The Problem from 1.9~ persisted after update to 2.2 - https://forum.unity.com/threads/fix...w-up-camera-when-falling-out-of-sight.535629/. It was commented there that this issue should be fixed in 2.2 but it doesn't seem to be working for me. To reiterate, I have two virtual cameras under ClearShot. The first one is static, the second one is standard third-person with Body set to "Framing Transposer". Both have LookAt target set and the second has Follow target. Also, Cinemachine Collider is added to parent ClearShot object. I expect the first camera (static) to be active when the character (target) is seen in its view (in its frustum) and switch to third-person camera when it falls out of its frustum. Current behavior is that when I move the character out of first camera frustum it doesn't get switched to TPC and character becomes not shown in the view. The only difference I've got after update is that the camera jerks a bit right at the moment character moves out of the view of the static camera, but that's about it.