Quick answer: Use git lfs migrate to rewrite history, converting matching binaries to LFS pointers across all commits, then force-push and have the team re-clone.
Turning on LFS does nothing for binaries already in your history. Migrating them is what shrinks the repo. Here is how.
How to fix it
1. Pick the patterns
Decide which file types to migrate (textures, audio, models) and confirm they are LFS-tracked going forward.
2. Rewrite history
Run git lfs migrate import over the history so past binaries become LFS pointers.
3. Force-push and re-clone
Push the rewritten history and have everyone re-clone so the bloated objects are gone for all.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.