Quick answer: Move editor-only assets under an Editor folder or strip their references with #if UNITY_EDITOR guards so they are excluded from player builds.
Unity only excludes assets it knows are editor-only. Debug content referenced from runtime scenes or scripts gets shipped. Placing such assets in Editor folders and guarding their references with editor-only compilation keeps them out of the player build.
How to fix it
1. Locate editor-only content
Identify debug textures, test scenes, and developer tools that should never ship, and check what references them from runtime code or scenes.
2. Move tools into Editor folders
Place editor-only scripts and assets under a folder named Editor so Unity automatically excludes them from player builds.
3. Guard runtime references
Wrap any remaining debug asset loads in #if UNITY_EDITOR (or a debug build define) so release builds do not reference, and therefore do not include, them.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.