Hello, At start I have to say that i am pretty amateur with cinemachine. In my game I am using Free look camera with world space binding and it works great when player is walking on the normal ground like floor. When player is moving forward, he's moving in camera.forward direction, if he's moving right, he goes in camera.right direction etc. I also have this situations where player can walk on the walls and his "up" is parallel to wall normal. In this case world space binding isnt working as camera orbits are placed with world up and not player up. It is so even if I have correct (same as player) World Up Override in Cinemachine Brain. Camera is working good (it has player up) on walls when it's set to Simple Follow With World Up and Lock To Target With World Up but with these setups, my player movement isn't working good. Camera Screen X i set to 0.4 and Screen Y is set to 0.65. My player movement is depending on camera rotation. In world space binding when I run forward, camera position relative to player isnt changing, but in simple follow with world up its changing and goes to left. That causes that camera rotation goes to right and player is slowly going forward-right. Also going right or left only doesnt work good. In Lock To Target binding when I run forward with camera directed to forward its ok but when I move my mouse to right or left and camera isnt directed in player forward, my player starts to run in circles. Is there something I can do to have my free look camera behave like it's set to world space binding but also tolerating player up being different than world up? It's pretty hard for me to explain it, I hope You can somehow understand this.