Quick answer: Keep .meta files committed and stable, avoid global setting changes that bump the import version, and use a cache server so a forced reimport restores from cache.
A full project reimport eats an afternoon. Most are avoidable. Here is how to stop triggering them — and survive the ones you cannot.
How to fix it
1. Stabilize GUIDs
Commit .meta files so GUIDs never regenerate, the most common cause of a surprise full reimport.
2. Avoid global bumps
Be deliberate about changing project-wide import settings or upgrading the editor, both of which can invalidate the whole cache.
3. Back it with a cache server
Run the Accelerator so even a forced reimport pulls already-processed results from the network cache.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.