Quick answer: Open the Frame Debugger, step through the draw calls one at a time, watch where batching breaks, and read the Why this draw call is not batched note to find the material or state change responsible.
Your draw call count is twice what it should be and you have no idea which objects are responsible. The Frame Debugger reconstructs the frame draw by draw, so you can literally watch each call paint and see exactly where a batch you expected got split.
How to find them
1. Open and step through the frame
Window > Analysis > Frame Debugger, click Enable, then use the slider to step through draws one at a time. The Game view shows the partial frame after each call, so you can see what each draw contributes.
2. Read the batch-break reason
Select a draw call and Unity prints why it was not batched with the previous one (different material, multiple materials, different texture, dynamic batching disabled). That note names the exact cause of the split.
3. Group by shader and material
Calls using the same material and that do not change render state should batch. If two objects you expected to batch do not, check for per-renderer material instances created accidentally by reading renderer.material instead of sharedMaterial.
4. Fix the split source
Consolidate textures into an atlas, share materials, enable GPU instancing, or use SRP Batcher-compatible shaders so the draws collapse back into batches. Re-step the frame to confirm the count dropped.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.