Quick answer: Remove unused scenes from Build Settings so their dependencies are no longer pulled in, and clean up project settings referencing assets you no longer ship.
Unity includes a scene's full dependency graph when that scene is in the build list. A forgotten test or prototype scene can drag megabytes of otherwise-unreferenced assets into every build. Pruning the scene list removes them cleanly.
How to fix it
1. Prune the scene list
Open File > Build Settings and uncheck or remove scenes that are not part of the shipping game, especially old test and prototype scenes.
2. Trace what scenes pull in
Use a dependency or build report tool to see which assets a scene drags in, so you can confirm removing it actually drops the unused content.
3. Clean referencing settings
Review project settings (default materials, preloaded assets, splash) that may force-include assets, and remove references to content you no longer ship.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.