Quick answer: Interpolate the target's render position between its previous and current physics states using the leftover accumulator fraction, then have the camera follow that.
If your camera stutters even with smooth follow code, physics and render rates are out of sync. Interpolating the target position fixes it. Here is how.
How to fix it
1. Keep previous and current states
Store the target's transform at the end of each physics step plus the prior one, so you can blend between them for rendering.
2. Interpolate by the accumulator
Compute alpha = accumulator / fixedDelta and render the target at lerp(prev, current, alpha) so its on-screen motion is smooth between physics ticks.
3. Follow the interpolated target
Have the camera follow the interpolated render position, not the raw physics position, so it never inherits the stepped motion that causes the jitter.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.