Quick answer: Use only blittable value types and native containers in Burst jobs, avoid managed objects and most exceptions, and move unsupported work outside the Burst-compiled path.
Burst errors come from using managed features Burst does not support. Sticking to its subset fixes them. Here is how.
How to fix it
1. Use value types and native containers
Burst jobs can use blittable structs and NativeArray-style containers, not classes, strings, or managed arrays. Replace managed types with value types and native containers so the job compiles.
2. Avoid managed calls and exceptions
Calling into managed APIs, allocating, or throwing in a Burst job breaks compilation. Keep the job to pure math on its data and handle errors with return values, not exceptions.
3. Move unsupported work out
If part of the work genuinely needs managed features, do it outside the Burst path and pass only the value-type results into the job. Keep the hot, compiled portion to what Burst supports.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.