Quick answer: Set a per-platform override on each texture using ASTC (supported on modern iOS and Android) at an appropriate block size, instead of leaving both on the Default format.
Mobile GPUs support different compression formats, and the Default tab does not pick the best one per device. Legacy PVRTC and uncompressed RGBA either look worse or take more space. ASTC is the modern choice supported across current iOS and Android hardware.
How to fix it
1. Add per-platform overrides
In the texture importer, enable the override tabs for both iOS and Android and choose ASTC at a block size matching the content (smaller blocks for sharp art).
2. Avoid legacy uncompressed fallbacks
Replace any leftover RGBA32 or PVRTC choices with ASTC; uncompressed bloats the build and PVRTC is lower quality on the formats it covers.
3. Validate on real devices
Build to one device of each platform and inspect the textures, since the right block size is a quality-versus-size tradeoff best confirmed on hardware.
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 mobile 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.