Quick answer: Keep the symbol files for every release, symbolicate the crash addresses against the matching symbols, and automate it so every native crash report becomes readable.
A native crash stack of bare addresses is useless until symbolicated. Keeping symbols and mapping them fixes it. Here is how.
How to fix it
1. Keep symbols for every build
Stripping symbols from the shipped binary is fine for size, but you must archive the symbol files for each release. Without the matching symbols, the addresses can never be turned into function names.
2. Symbolicate against the build
Map the crash addresses to functions and lines using the symbol files from the exact build that crashed. A mismatched build's symbols give wrong results, so version the symbols with the build.
3. Automate it
Symbolicating by hand is slow. Automate it in your crash pipeline so every incoming native crash is symbolicated on arrival and you read function names and lines instead of 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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.