title: cinemachine makes my camera movement laggy in unity
body: <p>I'm curently using cinemachine to make a third person camera. My player's movements work and i wanted him to look in the direction he is moving but taking in consideration the rotation of the camera. It works when i don't move the camera while moving the player but when i move the camera the rotations of my player are laggy moreover every movement of my camera seems to be laggy too. Sorry for my english i hope it's clear here is my code :</p>
  <pre><code>public class ThirdPersonScript : MonoBehaviour
   
   {
       [SerializeField] private float speed;
       [SerializeField] private float jumpForce;
       [SerializeField] private Transform feet;
       [SerializeField] private LayerMask floorMask;
       [SerializeField] private Transform cam;
   
       private Vector3 direction;
       private Rigidbody rb;
       private bool canJump;
   
       // Start is called before the first frame update
       void Start()
       {
           rb = GetComponent&lt;Rigidbody&gt;();
       }
   
       // Update is called once per frame
       void Update()
       {
           
           direction = new Vector3(Input.GetAxis(&quot;Horizontal&quot;), 0f, Input.GetAxis(&quot;Vertical&quot;));
           direction = Quaternion.AngleAxis(cam.rotation.eulerAngles.y, Vector3.up) * direction;
   
           if (direction.magnitude &gt; 1.0f)
           {
               direction = direction.normalized;
           }
   
           direction *= speed;
   
           canJump = Input.GetKeyDown(KeyCode.Space) ? true : false;
       }
   
       void FixedUpdate()
       {
         
           if (Physics.CheckSphere(feet.position, 0.1f, floorMask))
           {            
               if (canJump)
                   rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
               else    
                   rb.velocity = new Vector3(direction.x, 0, direction.z);
           }
           else          
               rb.velocity = new Vector3(direction.x, rb.velocity.y, direction.z);
      
           if (direction != Vector3.zero)
           {
               Quaternion targetRotation = Quaternion.LookRotation(direction);
               targetRotation = Quaternion.RotateTowards(transform.rotation, targetRotation, 1080*Time.fixedDeltaTime);
               rb.MoveRotation(targetRotation);
   
           }
       }
   }
  </code></pre>
  <p>and a screenshot of my cinemachine settings and my hierarchy :
  <a href="https://i.stack.imgur.com/uPj8E.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/uPj8E.png" alt="enter image description here" /></a></p>