Quick answer: Avoid per-frame string building, use StringBuilder or cached strings, update text only when it changes, and avoid strings as dictionary keys in hot paths.
String operations in hot paths allocate and cause spikes. Reducing them fixes it. Here is how.
How to fix it
1. Avoid per-frame string building
Concatenating or formatting strings every frame (a score display, a timer) allocates each time. Update the text only when the value actually changes, not every frame.
2. Use StringBuilder and caching
For strings you must build, reuse a StringBuilder rather than concatenating, and cache strings that do not change. This avoids the repeated allocation that drives GC stutter.
3. Avoid string keys in hot paths
Using strings as dictionary keys or for lookups in hot code hashes and compares them repeatedly, and often allocates. Use enums, ints, or cached ids instead for frequent lookups.
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.