Quick answer: Turn on Rigidbody Interpolation, do all physics movement in FixedUpdate, and follow physics objects with a camera that updates in LateUpdate.
A Rigidbody that jitters even at 120 FPS is not slow — it is being rendered at moments that fall between physics steps. Interpolation and the right update loop smooth it out. Here is how.
How to fix it
1. Enable Interpolation on the Rigidbody
Set Interpolate (or Extrapolate) on the Rigidbody. This smooths the visual position between fixed physics steps so the object does not appear to snap from one step to the next.
2. Move physics bodies in FixedUpdate
Apply forces and call MovePosition or MoveRotation in FixedUpdate, which runs in lockstep with the physics engine. Doing it in Update runs at a variable rate that fights the simulation and causes jitter.
3. Update the following camera in LateUpdate
A camera that tracks a physics object should move in LateUpdate, after physics and interpolation have settled the frame. Following in Update or FixedUpdate reintroduces visible stutter.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.