Quick answer: Make the Camera2D a child of the player or update its position to the player each frame, set it as current, and check the camera limits are not pinning it.
A Camera2D that ignores the player either is not attached to it, is not the active camera, or is hitting its movement limits. Each is a quick check. Here is the order.
How to fix it
1. Attach or script the follow
The simplest follow is making the Camera2D a child of the player node so it inherits the player's position. Otherwise, set the camera's global_position to the player's each frame in a script.
2. Make it the current camera
Only the enabled current Camera2D drives the view. If another camera is current, or this one's enabled flag is off, it will not control what is shown. Set it current.
3. Check the camera limits
Limit left/right/top/bottom clamp the camera to a region. If they are set too tight (or to defaults that bound it), the camera cannot follow past them. Widen or remove the limits.
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 Godot 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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.