Hello everyone! I do not suppose anyone can help me with this issue I'm having? I have a system where a Rigidbody that floats can be controlled via the keyboard (for example, accelerating it and slowing it down). I use multiple scripts to define characteristics such as a simple aerodynamics script, a floating script, movement script, etc. The camera I set up uses Cinemachine and follows and looks at the transform of the floating Rigidbody. However, when I do some damping on the Transposer, at high speeds, the object seems to start jittering. It is especially noticeable while it is not detecting the ground and flying high. I have tried multiple solutions but none of these seem to work. These were: making sure all Rigidbody modifications were done in FixedUpdate, using different update methods in the CinemachineBrain, messing around with other settings in the Transposer and Composer, creating an empty GameObject that would follow the Rigidbody and setting Cinemachine to follow the empty GameObject instead, simplifying the system as much as possible by making it use one script and the basic Rigidbody drag instead of the aerodynamics script, and I even re-created my project as simple as possible to see if the problem was still there, but it was! I might add that the Rigidbody I currently use has "Interpolate" on and I read that there was once an issue with Rigidbodies using "Interpolate" in Cinemachine. When I turned "Interpolate" off, the Rigidbody only started to jitter more vigorously. Where should I start trying to fix this issue? Thank you! Regards, Andracer108 P.S. Attached, there are also my settings for Cinemachine. The fields surrounded with the red square brackets are the ones which make the jitter visible if anything larger than 0 is inputted. If any more info is needed, such as code, feel free to ask.