Quick answer: Open the texture importer, enable the Android platform override, and set the format to ASTC (typically ASTC 6x6) so textures compress to a fraction of their uncompressed size.

If your APK ballooned to hundreds of megabytes, uncompressed textures are usually the cause. Build Report under the build log shows textures dominating the size. Setting a per-platform compressed format reclaims most of it.

How to fix it

1. Inspect the build report

Open Window > Analysis > Build Report (or read the Editor.log after a build) and sort assets by size. If textures are the largest category and many read RGBA32, they are uncompressed.

2. Set the Android override to ASTC

In each texture's importer, click the Android tab, check Override for Android, and choose ASTC 6x6 for most art (smaller blocks like 4x4 for sharp UI). This compresses to roughly 1 byte per pixel or less.

3. Apply in bulk and rebuild

Multi-select textures in the Project window and edit the importer once to apply ASTC across all of them, then rebuild and confirm the texture size dropped in the new build report.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.