Quick answer: Run the engine in batch mode to process assets programmatically — reimport, transform, validate — across the whole project in one job.
Processing thousands of assets by hand is impossible. Batch mode does it in one run. Here is how.
How to fix it
1. Run headless
Launch the engine in batch mode with a script entry point so it runs without the UI.
2. Process in bulk
Iterate the asset set and apply the transform or validation to each programmatically.
3. Wire it to CI
Run the batch job in CI so asset processing is automated and repeatable.
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 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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.