Quick answer: Release RenderTextures with Release/Destroy and destroy material instances you create, reuse them instead of recreating, and track runtime-created graphics objects.
RenderTexture and material leaks come from creating them at runtime and never releasing. Cleaning them up fixes it. Here is how.
How to fix it
1. Release RenderTextures
A RenderTexture created at runtime must be Released and Destroyed when done. Leaving them allocated leaks GPU memory. Release temporary RTs, and destroy ones you created with new.
2. Destroy material instances
Accessing renderer.material creates an instance; creating materials in code does too. These are not collected automatically. Destroy material instances you create when the object is destroyed.
3. Reuse instead of recreating
Recreating a RenderTexture or material every frame or every spawn churns memory. Create once and reuse, and track runtime-created graphics objects so you can release them deterministically.
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.