Quick answer: Cut peak memory: compress textures for the web, unload scenes and bundles you leave, trim audio to compressed streaming, and test the worst-case scene on the weakest target browser.

Desktop players rarely see this, then every iPhone player does: the tab is killed or Unity aborts with a memory error. WebGL memory is a hard budget, and the fix is reducing peak usage. Here is where the wins are.

How to fix it

1. Find the peak, not the average

Use the Memory Profiler on a WebGL development build at the heaviest moment (loading two scenes during a transition doubles memory). That peak is what has to fit.

2. Compress and downsize textures

Use ASTC/DXT-appropriate compression and cap sizes — a handful of 4K uncompressed textures alone can sink an iOS tab. Mipmaps off for pure-UI sprites saves another third.

3. Unload aggressively

Call Resources.UnloadUnusedAssets() after scene swaps, unload Addressables bundles you exit, and avoid additive scene stacks that keep old worlds resident.

4. Test on the real floor

iOS Safari and low-RAM Android Chrome are the constraint. Test there each milestone — catching a 100 MB regression at commit time is cheap, at launch it is a review-bombing.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.