Hi, I combined CineMachine ClearShot with a couple of colliders and "vcam.gameObject.SetActive (true)" to use fixed cameras with the power of CineMachine. All virtual cameras are deactivated until the player enters his "vision zone" (OnTriggerEnter). I did read somewhere (The documentation maybe? i dont remember) that virtual cameras are always "active" searching for the "Look at" target. And that's where I have a doubt: Having all virtual cameras disabled at the start, does have a negative impact on performance? I do not know, maybe some significant delay in the damping (I haven't seen any delay or bug so far) for not being able to follow the objective I had been thinking about using SetPriority instead of Set.Active. But the way it works right now, i think is better, clearer and cleaner. But I have this question of whether having the cameras "disabled" has any cost in the performance of virtual cameras.