Quick answer: Move assets out of Resources and reference them directly or via Addressables, so Unity's dependency analysis can strip anything not actually used.

Unity normally strips assets nothing references. The Resources folder is the exception: because Resources.Load takes a runtime string, Unity must include the entire folder. Old or experimental assets left there quietly bloat every build. Moving to Addressables restores stripping.

How to fix it

1. Audit your Resources folders

Search the project for folders named Resources and list what is inside. Anything not loaded by a live Resources.Load call is dead weight shipping in the build.

2. Move static references out

For assets referenced by serialized fields, drag them out of Resources and assign them directly in the inspector or a ScriptableObject so dependency analysis can include only what is used.

3. Convert dynamic loads to Addressables

Replace Resources.Load calls with Addressables for on-demand assets. Addressables ship only flagged content and let you stream it, unlike the all-or-nothing Resources folder.

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.