Quick answer: Minify the JSON (strip whitespace), or convert hot data to ScriptableObjects or a compact binary format, so the shipped data files are a fraction of their formatted size.
Human-readable JSON is great for editing but wasteful to ship: indentation and repeated keys add up across many files. Minifying or moving to a binary or ScriptableObject format keeps the same data in far less space and often loads faster.
How to fix it
1. Minify the shipped JSON
Run a build step that strips whitespace and unneeded formatting from data JSON before it is included as a TextAsset, keeping the readable source separate from the shipped copy.
2. Move stable data to ScriptableObjects
For data that rarely changes, author it as ScriptableObjects so Unity serializes it efficiently and you avoid parsing JSON at runtime entirely.
3. Use binary for large datasets
For big tables, serialize to a compact binary format (e.g. MessagePack or a custom binary reader) so both the file size and load time drop versus text JSON.
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.