Hello, Our game's main camera currently renders to a RenderTexture before actually being displayed on the screen (for reasons that are beyond the scope of this question - assume for the purposes of this question that it has to be that way). I have set up a Brain, a Clear Shot camera, and some Virtual Cameras. When I select a Virtual Camera in the hierarchy, even with Game Window Guides checked, I do not get any on-screen guides. I've tracked the problem to this check in CinemachineComposerEditor.OnGUI(): Code (CSharp): if (brain == null || brain.OutputCamera.activeTexture != null) return; If I remove the second part of that check in my local version of CinemachineComposerEditor.cs (Library\PackageCache\firstname.lastname@example.org\Editor\Editors\CinemachineComposerEditor.cs), I get the on-screen guides when I select a Virtual Camera in the hierarchy, as I want. However, actually altering Cinemachine files to expose this is not really an option - due to the nature of how packages are included via the new Package Manager I would have no way to roll out that change to the rest of the team via source control. Besides that, I also don't want to start having a local version of Cinemachine that diverges from the "real" package that is available. Is there any way to enable Game Window Guides on a camera that is rendered to a RenderTexture? Is there a particular reason why drawing the guides explicitly bails out if the camera is rendering to a texture?