Hi ! , I'm working on a 3D turn based game, similar to XCOM. We can aim from every character of the player to every enemy that is visible, it's also posible to aim different body parts from each enemy. What I'm trying to do is to use a small pool of vcams and reuse them, when the player wants to go to aim mode I just set the vcam it should use (assigning body and aim settings with code) disable the current one and enable the new one, in that order. If the player switches the aim target I get another vcam from the pool and do the same. Of course, there is the blending process each time I swap them. The issue I have comes when I start reusing vcams that have been involved at some past point in the same blending. With this I mean that the player has been switching targets without letting the blend finish (the debug text displays "Whatever target vcam %, from mid blend", and all cameras that have been involved in that blend have their status at "live" even if they were disabled). I can see that when I start reusing the vcams there's some kind of teleporting going on the main camera. I have some workarounds in mind for this and already have tried to solve it with other ones with no success, (I'm trying to avoid to create dozens of cameras; for every character, for every aimed body part, using look target dummies, etc...). I've reached a point where I'm just curious about if I'm doing something wrong, or that is an expected behaviour (I really suspect its the case). Any help / explanation is appreciated. Thanks in advance !