Quick answer: Enable Rigidbody2D interpolation, follow the body in LateUpdate, and read the interpolated transform rather than the raw physics position.
Your player looks smooth but the world shudders as the camera follows. Physics updates at a fixed rate while the camera updates per frame, so they sample different positions. Interpolation plus LateUpdate following fixes it.
How to fix it
1. Enable rigidbody interpolation
Set the Rigidbody2D's Interpolate to Interpolate so its rendered transform is smoothed between fixed steps, matching what the camera should follow.
2. Follow in LateUpdate
Move the camera in LateUpdate reading the body's interpolated transform.position, so the follow happens after rendering positions are finalized for the frame.
3. Do not follow in FixedUpdate
Avoid updating the camera in FixedUpdate; it runs at the physics rate and will stutter relative to the variable render rate, reintroducing 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 Unity 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.