Quick answer: Update only the changed region, use SetPixels32 or native arrays, batch updates, and consider a compute shader or RenderTexture for frequent GPU-side updates.

Texture2D.Apply being slow is full-texture uploads. Updating less fixes it. Here is how.

How to fix it

1. Update only the changed region

Apply uploads the texture to the GPU. If only part changed, update and apply only that region rather than the whole texture, drastically reducing the upload cost for partial updates.

2. Use fast pixel APIs

Use SetPixels32 (or LoadRawTextureData with native arrays) rather than SetPixels with Color, avoiding per-pixel conversion. Match the texture format to your data so Apply does not convert, which is a major cost.

3. Do GPU-side updates for frequent changes

If the texture changes every frame, doing it on the CPU and uploading is inherently slow. Use a RenderTexture written by a shader, or a compute shader, so the update stays on the GPU and avoids the upload entirely.

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.