My virtual camera is set up with a Confiner component. Its mode is Confine 2D, Confine Screen Edges is on, and its bounding shape looks like this: (disclosure: these are all temp graphics from other people's games, namely Chrono Trigger, Undertale, and Deltarune. Just to be clear.) This looks simple enough: a big room with a smaller room on the sideLots of games do something very like this: Super Metroid, Mega Man Zero 2, Donkey Kong Country [iirc], Kirby And The Amazing Mirror... The trouble is, Cinemachine's results don't hold up in one way or another--and it's in different ways with or without damping. If I leave confiner's damping parameter at 0, the camera will "pop" from one side of an inner corner to the other: Higher damping values make the corner look better (pictured here is damping=4): but it also allows me to push the camera past the edge of the box, which is...not acceptable. It's like, if I'm giving boundaries to the camera, it's because I want the camera to stay in the boundaries*, right? In fact, I think this is the exact behavior I'm trying to counter by even using Confiner2D, given that this drift is somewhat characteristic of the Framing Transposer. (*yes I can see outside the bounds in the damped corner example, but I'm not concerned with that because tons of games make that affordance, even with no damping.) A solution I might like to see, in this case, would be to have two damping values: one for walls (preferably set in units of allowed pushback), one for corners. This isn't nearly the extent of the unpleasant results of Cinemachine Confiner that I've seen, but I have a hunch that most of those problems would go away if I could just use damping. That said, damping lends the camera an aesthetic that I'd like to be able to opt out of, so I'll keep you posted, just in case the problems I find can be fixed. I've heard Cinemachine is a fantastic, top-level tool, and it makes me sad that the 2D camera-boundary system hasn't worked for me as well as I've heard the 3D portion works (my work has been almost exclusively 2D up to this point, so I've not used most of the 3D). What I've presented here doesn't even begin to cover what I'd like Confiner 2D to do (will elaborate if desired), but I really hope it's helpful. Finally, because this may be relevant: damping=0 makes exactly fitting into corners a bit weird, it seems. Watch as the camera pops back and forth: Small thing, but it's bugging me so, so bad. It's weird, man!