Quick answer: Record in the Profiler, click the spiking frame, switch the CPU module to Hierarchy or Timeline, sort by self-time, and drill into the top method; add custom ProfilerMarkers around suspects to confirm.
The Profiler shows you a tall bar on one frame and you know something is wrong, but the call tree is a wall of engine names. Finding the culprit is a matter of pointing the Profiler at the right frame and reading self-time rather than total time.
How to find it
1. Capture and freeze the spike
Open Window > Analysis > Profiler, record, then click directly on the tall frame in the CPU chart. The detail pane now shows only that frame's call tree instead of an average.
2. Sort by self-time in Hierarchy view
Switch the CPU module to Hierarchy and sort by Self ms, not Total. Self-time points at the method actually burning CPU rather than its parents that merely contain it.
3. Use the Timeline view to see what blocks the frame
The Timeline view lays calls out left to right per thread, making a single 12 ms method visually obvious and showing whether it is on the main thread or a job.
4. Wrap suspects in ProfilerMarker
Add using (myMarker.Auto()) around code you suspect. Named markers appear in the Profiler so you can confirm exactly which block costs the time instead of guessing.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.