Quick answer: Lower the Max Size in the texture importer (often 1024 or 512 for art that never fills the screen) so Unity downscales on import without touching your source files.
Source art is frequently authored at 4K but displayed much smaller. Unity respects whatever Max Size the importer allows, so oversized textures both bloat the build and waste GPU memory. Capping Max Size fixes it non-destructively.
How to fix it
1. Find the oversized textures
In the build report or by selecting textures, look for imported sizes of 2048 or 4096 on assets that only ever appear small on screen, such as props or distant scenery.
2. Lower Max Size in the importer
Set Max Size to the largest dimension the texture is actually shown at (commonly 1024 or 512). Unity downscales at import time, so your original PSD or PNG is untouched.
3. Verify on the target resolution
Check the asset in-game at your shipping resolution to confirm no visible quality loss, then rebuild and confirm the memory and disk footprint dropped.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.