Quick answer: Enable Use Crunch Compression in the texture importer for DXT/BC textures and tune the compressor quality so the on-disk and download size drops while runtime quality stays close.
Crunch is an extra lossy compression applied on top of block formats that shrinks textures on disk and in the download, decompressing to the normal block format at load. It cuts build and patch size noticeably, at a small quality and load-time cost.
How to fix it
1. Enable crunch on suitable textures
In the importer for DXT/BC textures, check Use Crunch Compression. It applies on top of the block format, shrinking the stored and downloaded size.
2. Tune the compressor quality
Adjust the Compressor Quality slider to balance size against artifacts; lower values shrink more but degrade quality, so pick per texture importance.
3. Skip crunch where it hurts
Avoid crunch on normal maps and gradients where its artifacts are visible, and leave it off for textures whose quality matters more than the disk savings.
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.