I know the issue is a bit older but as I stumbled upon this thread others will surely too in the future, so I’m documenting my solution in case someone ends up having my same issue.
My camera3D was exhibiting jitters, which in the end was caused by something else completely. I implemented a dead zone in my camera, but my logic was faulty and caused the camera to shift slightly opposite to the player’s travelling direction when the player stopped. In my code I track a target position for the camera to lerp to and my fix was to make sure that the final target position, would leave the player inside the deadzone, as not to cause a new target position to be re-calculated.