An image is worth more than a thousand words, so I'll just say I want to replicate the camera movement in paper mario ttyd for a 3D game I'm making: https://i.imgur.com/6HHj0I3.gifv Description: - The camera moves further towards the left as the character moves to the left, and further to the right, as the character moves right, in a "lookahead" kind of way, but it doesn't return back to align with the character, nor does the camera actually rotate in order to look ahead, it's actually moving forward, and stays looking ahead unless you turn back, then it progressively goes back towards the opposite side. It only does the lookahead left to right and viceversa, and it has a limit. - The camera doesn't keep moving further on on it's own, nor does it move back to center with the character if it isn't moving (Allthough it would be nice to do this last thing forcedly in some situations/command). - The camera moves inmediately accompanying the character in the X and Z axis, but it actually doesn't accompany inmediately when moving up and down on Y (There's a vertical threshold after which the camera does start accompanying) since mario jumps a lot, and that would make the camera bounce on every jump. - There are also tridimensional camera movement bounds, but I'm guessing that can be achieved easily with a box collider as confiner. I know I'll have to tweak cinemachine extensively in order to get it right, but I would appreciate some overall ideas, since I already tried some obvious stuff. If however, the advice is to use a specific cinemachine camera and code the rest of the behaviour, I guess I can think of something, I just want to know if there's some easy ways to accomplish this level of camera polish.