Quick answer: In the AudioClip importer set the compression format to Vorbis and tune the quality slider so music and ambience ship compressed instead of as raw PCM.

WAV files are uncompressed, so a few minutes of music can be tens of megabytes. Unity keeps PCM unless you tell it to compress. Switching to Vorbis with a sensible quality reclaims most of that size with little audible difference.

How to fix it

1. Set compression format to Vorbis

In the AudioClip importer, expand the platform settings and change Compression Format from PCM to Vorbis. Lower the Quality slider (around 50-70%) for music where small artifacts are inaudible.

2. Keep short SFX as ADPCM or PCM

Very short, frequently triggered sound effects can stay ADPCM or PCM to avoid decode cost, but long music and ambience should be Vorbis to save the most space.

3. Batch-apply across clips

Multi-select your music and ambience clips and apply Vorbis once, then rebuild and confirm the audio category shrank in the build report.

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.