Quick answer: Increase Billboard Start, enable billboard crossfade/normal blending in Terrain settings, and rebuild tree billboards so the billboard color and lighting match the mesh.
Tree flicker at distance means the mesh-to-billboard swap is abrupt or the billboard looks different from the mesh. Crossfading the swap and matching their look fixes it. Here is how.
How to fix it
1. Push out Billboard Start
In Terrain Settings raise Billboard Start so trees stay full mesh until they are small on screen, where the swap to a billboard is far less noticeable.
2. Rebuild billboards to match the mesh
Regenerate the tree billboard atlas so its captured color and normals match the 3D mesh lighting; a stale or differently lit billboard causes a brightness jump at the swap.
3. Enable billboard normal/crossfade options
Use the SpeedTree or tree shader's billboard crossfade and normal options so the transition blends over a short distance rather than switching in a single frame.
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.