Quick answer: Reduce allocations to make collections rarer, use incremental or generational GC where available, and pool objects to avoid churning the heap.
Stutter when the GC runs is allocation-driven collection pauses. Reducing allocations fixes it. Here is how.
How to fix it
1. Reduce allocations
The less you allocate, the less often the collector runs. Eliminate per-frame allocations — temporary objects, LINQ, string building, boxing — so the heap fills slowly and collections are rare. This is the core fix.
2. Use incremental GC
Where the runtime offers incremental or generational garbage collection, enable it so collection work is spread across frames instead of one long pause. This softens the hitch while you reduce allocations.
3. Pool objects
Pool objects you create and destroy frequently (projectiles, particles, effects) so you reuse instances instead of allocating and freeing, which churns the heap. Pooling removes a major source of the garbage that triggers collections.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.