Quick answer: Move large or optional content into Play Asset Delivery packs (install-time, fast-follow, or on-demand) so the base download stays under the Play limit and the rest streams later.
Google Play caps the size that downloads at install. A Unity game with lots of art and audio in the base module hits that ceiling. Play Asset Delivery splits content into packs that download separately, keeping the initial install small.
How to fix it
1. Identify optional content
Separate must-have-at-launch assets from content needed only later (later levels, high-res packs). The optional content is what moves into on-demand or fast-follow packs.
2. Configure asset packs
Use Unity's Play Asset Delivery support to create asset packs and assign content, choosing install-time for essentials and on-demand or fast-follow for the rest.
3. Fetch packs at runtime
Request on-demand packs via the delivery API before the content is needed, showing download progress, so players get a small initial install and stream the rest.
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 mobile 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.