Quick answer: Funnel all shake through one node that reads a saved intensity value and multiplies trauma by it, exposing a 0 to 100% slider in the options.

Camera shake you cannot turn down drives motion-sensitive players away. A central intensity slider fixes it. Here is how.

How to fix it

1. Use a single shake node

Implement a trauma-based shake on one camera helper and call add_trauma(amount) from gameplay, instead of moving the camera directly elsewhere.

2. Multiply by the setting

In _process, compute the shake offset from trauma squared and multiply it by a stored shake_intensity from 0.0 to 1.0 so 0 fully disables it.

3. Persist and apply

Save the slider value in your settings resource and load it on start, applying it before any shake can occur in the first scene.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.