Quick answer: Route every shake through one manager that multiplies amplitude by a player-set intensity (0 to 100%), so a single setting can reduce or fully disable shake.
Unavoidable screen shake makes some players motion-sick within minutes. A central intensity scalar fixes it. Here is how.
How to fix it
1. Centralize shake calls
Replace direct camera-offset code with a single ShakeManager.Shake(amplitude, duration) so every shake passes through one path.
2. Multiply by the setting
Inside the manager, multiply amplitude by a stored shakeIntensity01; at 0 the camera does not move at all, giving a true off switch.
3. Cover all motion sources
Apply the same scalar to weapon kick, hit stop, and procedural bob, since reduce-motion players are bothered by all of it, not just camera shake.
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.