Quick answer: Move all follow logic into LateUpdate so the camera reads the player's final transform for the frame, and interpolate physics-driven targets to match render timing.

If the player looks like it is vibrating against the camera, the camera is updating before the player moves. Switching to LateUpdate fixes it. Here is how.

How to fix it

1. Follow in LateUpdate

Put the camera's position/look code in LateUpdate. It runs after every Update, so the player's transform is final and the camera never trails by a frame.

2. Set Rigidbody interpolation for physics targets

If the player moves in FixedUpdate via a Rigidbody, set its Interpolate mode to Interpolate so its rendered transform is smooth for the camera to read.

3. Avoid mixing update loops

Do not move the player in FixedUpdate and the camera in Update; the differing timesteps produce beat-frequency jitter even with interpolation off.

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.