I'm having some issues with an orbiting free look camera setup I'm using in my project. The goal is to have a camera orbit an object based on mouse movement when the left mouse button is pressed. My Cinemachine version is 2.2.7 and Unity is 2018.2.9f1. I'm having two issues currently: - In a build, orbit speed is much slower - In a build, orbiting can get "stuck" and never fully stop (though it gets close) I don't have the above issues in the editor. Here is my virtual camera setup: To enable/disable orbiting I do the following: Code (CSharp): cinemachineFreelook.m_XAxis.m_InputAxisName = "Horizontal"; cinemachineFreelook.m_YAxis.m_InputAxisName = "Vertical"; and Code (CSharp): cinemachineFreelook.m_XAxis.m_InputAxisName = ""; cinemachineFreelook.m_YAxis.m_InputAxisName = ""; cinemachineFreelook.m_XAxis.m_InputAxisValue = 0; cinemachineFreelook.m_YAxis.m_InputAxisValue = 0; Of course horizontal and vertical input is set to mouse movement in the input manager. Any idea how I can fix this?