Quick answer: Standardize import settings with presets, share an import cache via the Unity Accelerator, and avoid re-importing unchanged assets so imports stay incremental.
If pulling new art locks the editor for ten minutes, importers are doing redundant work. Presets and a shared cache fix it. Here is how.
How to fix it
1. Standardize with presets
Apply import presets per asset type so textures and meshes import with sane, consistent settings instead of heavy defaults.
2. Share an import cache
Run the Unity Accelerator so an asset imported once is reused across the team and CI rather than re-imported everywhere.
3. Avoid needless reimports
Keep .meta files committed and stable so switching branches does not trigger a full project 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 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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.