Quick answer: Recompute the camera position each frame from the pivot, a fixed distance, and the orbit rotation: pos = pivot - (rotation * Vector3.forward) * distance, then look at the pivot.

An orbit camera that slowly drifts away from its target or shudders while rotating is integrating position incrementally. Deriving position from the orbit angle each frame fixes it. Here is how.

How to fix it

1. Compute position from the angle

Each frame build the orbit rotation from yaw and pitch, then set camera.position = pivot - (rotation * Vector3.forward) * distance. This guarantees the radius never drifts.

2. Look at the pivot

Set camera.rotation = rotation or call transform.LookAt(pivot) so the camera always points at the target regardless of orbit angle.

3. Clamp pitch to avoid flipping

Clamp the pitch angle (for example -80 to 80 degrees) before building the rotation so the camera never crosses the pole where LookAt would flip.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.