Quick answer: Find the postprocessor or import preset that is rewriting the settings, scope or remove it, and if you want per-asset control set the values in OnPostprocessTexture only when the importer has no userData marker yet.

You set a texture to Point filtering and No Compression, click Apply, but after a reimport it is back to defaults. Something is overwriting the .meta on import.

How to fix it

1. Find the override source

Search the project for AssetPostprocessor subclasses and for an import Preset assigned in Project Settings > Preset Manager. One of them is reapplying defaults on import.

2. Make the postprocessor respect manual edits

Have the postprocessor set defaults only for new imports by checking assetImporter.importSettingsMissing or a custom userData flag, so existing manual settings are preserved.

3. Verify the meta persists

After applying, confirm the change is written to the asset's .meta and committed. If the .meta is gitignored or read-only, your settings will not survive a reimport.

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.