Quick answer: Disable Generate Mip Maps in the texture importer for any sprite or texture used only in screen-space Canvas UI, since UI is drawn at a fixed scale and never needs mips.

Mipmaps exist so distant 3D surfaces can sample smaller versions of a texture. Screen-space UI is always drawn near its native size, so its mip chain is dead weight, adding about 33% to memory and build size. Turning it off costs nothing visually.

How to fix it

1. Identify UI-only textures

List the sprites and textures referenced only by Image, RawImage, or UI materials on a screen-space Overlay or Camera canvas. These never benefit from mipmaps.

2. Disable Generate Mip Maps

In the texture importer, uncheck Generate Mip Maps (under Advanced for the default type) and apply. The mip chain is dropped, cutting memory and disk by about a third.

3. Keep mips for world-space UI

If a canvas is rendered in world space and viewed at varying distances, leave mipmaps on for it to avoid aliasing; only strip mips from fixed-scale screen-space UI.

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.