Quick answer: Save the debug symbols for every release build and symbolicate incoming crash addresses against the matching build's symbols to recover readable stack traces.
A crash dump of hex addresses tells you nothing. Symbolication turns it into a real stack. Here is how to set it up.
How to fix it
1. Archive symbols per build
Store the dSYM/PDB/symbol files for every release, keyed by build ID, since you need the exact build's symbols.
2. Symbolicate incoming crashes
Run crash addresses through the matching symbols to recover function names, files, and line numbers.
3. Automate it
Wire symbolication into your crash pipeline so reports arrive already readable instead of as raw addresses.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.