Quick answer: Prune StreamingAssets to only the files you actually load at runtime, and gate platform-specific or debug files out of release builds so they do not get copied verbatim.
StreamingAssets is a raw passthrough: Unity does not strip, compress, or analyze it, so anything there ships exactly as-is. Forgotten test files and oversized debug content quietly inflate the build. Cleaning the folder is the only fix.
How to fix it
1. Audit the folder contents
List everything under StreamingAssets and identify files no live code path reads, plus debug-only or platform-specific assets that should not ship in release.
2. Remove or relocate dead files
Delete leftover test data and move debug-only content out, since Unity copies StreamingAssets verbatim with no stripping or compression.
3. Strip platform files at build
Use a build preprocessor (IPreprocessBuildWithReport) to exclude files meant for other platforms or debug builds so each platform ships only its own StreamingAssets.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.