Quick answer: Raise the max size to match the source, choose appropriate compression, and set the filter mode (Point for pixel art) and mip settings for how the texture is displayed.
A texture that looks softer than your source art is being downscaled, over-compressed, or filtered. The import settings control all three. Here is how to fix it.
How to fix it
1. Raise the max size
The import Max Size caps the resolution Unity stores. If it is below your source, the texture is downscaled and looks blurry. Set it to match the source (or what you display).
2. Choose the right compression
Heavy compression introduces artifacts and softness. Pick a format and quality suited to the texture, or use uncompressed for critical art, balancing memory against sharpness.
3. Set filter mode and mips
Bilinear filtering smooths textures; use Point (no filter) for pixel art. Mipmaps blur textures at distance; disable them for UI and 2D where the texture is shown at a fixed size.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.