Quick answer: Define import presets and an automated post-processor that applies the right settings per texture category and platform, and validate them in CI.

Mismatched texture settings quietly bloat your build and hurt quality. Enforcing them automatically fixes both. Here is how.

How to fix it

1. Define presets per category

Create presets for UI, world, and normal-map textures with appropriate compression and max size.

2. Automate with a post-processor

Use an AssetPostprocessor to apply the correct preset by folder or naming convention on import.

3. Validate in CI

Add a check that fails the build if any texture deviates from its category's expected settings.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.