Quick answer: Add Library/ to .gitignore, remove it from tracking with git rm -r --cached Library, commit, and have everyone pull and let Unity regenerate its own Library on next open.

Pulls take forever, you see constant conflicts in Library/, and teammates' projects break on open. Unity's Library is a local cache and must never be in version control.

How to fix it

1. Untrack the Library

Run git rm -r --cached Library to stop tracking it without deleting your local copy, then commit. This removes it from the repo while leaving your cache intact.

2. Add the standard gitignore

Use Unity's official .gitignore which excludes Library/, Temp/, Logs/, and obj/. Commit it so the generated folders never get tracked again.

3. Let each machine regenerate

After collaborators pull, they should let Unity rebuild its own Library on open. It is fully derived from Assets and ProjectSettings, so nothing of value is lost.

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 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.