Quick answer: Capture crashes across the full Apple device range, iPhone, iPad, Mac, and Apple TV, that Apple Arcade games span, with the device, OS, and Metal context, while respecting Apple's privacy rules. Apple Arcade has a high quality bar and a wide device range within the Apple ecosystem, so cross-device crash capture is essential.

Apple Arcade is Apple subscription gaming service, and its games are expected to run across the full Apple device range, iPhone, iPad, Mac, and Apple TV, with a high quality bar and under Apple strict privacy rules. This means an Apple Arcade game spans a wider device range than a single Apple platform, with the same game running on phones, tablets, computers, and a TV box, each with different hardware and input. Setting up crash reporting for an Apple Arcade game means capturing crashes across this whole Apple device range with the device context, while respecting the privacy requirements Apple enforces.

Apple Arcade spans the Apple ecosystem

Apple Arcade games are expected to run across Apple devices, iPhone, iPad, Mac, and often Apple TV, since the service is cross-device and players expect to play on whichever Apple device they have. This means an Apple Arcade game spans a wider range than a single platform, the same game running on a phone, a tablet, a Mac computer, and a TV box, each with different hardware, screen, input, and capabilities within the Apple ecosystem.

This cross-device range shapes crash reporting, since a crash can be specific to one device class, an iPhone-only crash, an Apple TV issue, a Mac-specific problem, and you need the device context to see which Apple device a crash affects. The Apple ecosystem is more uniform than the Android landscape, but it still spans phones, tablets, computers, and a TV box with real differences, including the Apple Silicon and Intel distinction on Mac. Understanding that an Apple Arcade game spans the Apple ecosystem, with crashes potentially specific to a device class, is the foundation for capturing them across the range.

Capture crashes with the device context

Capture crashes from your Apple Arcade game with the device context that identifies which Apple device and configuration a crash came from, the device model, the device class, iPhone, iPad, Mac, Apple TV, the OS version, iOS, iPadOS, macOS, tvOS, and the GPU and Metal context. This context is what lets you see whether a crash is specific to a device class or universal across the Apple range.

Apple platforms use the Metal graphics API, and graphics crashes cluster by GPU, so capture the Metal and GPU context as for any Apple game, and on Mac capture the architecture, Apple Silicon or Intel. The device context across the Apple range lets you cluster crashes by device class and configuration, so a crash that only appears on Apple TV, or only on certain iPads, or only on Intel Macs, is identifiable. Capturing crashes with the full Apple device context is what makes the cross-device crashes of an Apple Arcade game diagnosable, telling you which part of the Apple range each crash affects.

Handle the device class differences

The device classes Apple Arcade spans have real differences your game must handle, and crashes can stem from them: input differences, touch on iPhone and iPad, controller or remote on Apple TV, keyboard and mouse or controller on Mac, screen and resolution differences, and capability differences across the hardware. A crash from an input or capability assumption that holds on one device class but not another is a device-class crash.

Capture the input method and the device class context so these device-class crashes are identifiable, a crash from assuming touch input on Apple TV where there is none, a crash from a capability present on Mac but not iPhone. The cross-device nature of Apple Arcade means your game must handle the device-class differences, and the crashes that arise from those differences are diagnosed by the device-class and input context. Capturing the device class and input differences lets you see and fix the crashes that stem from the same game running across the varied Apple device classes, which is a distinctive concern of cross-device Apple Arcade games.

Respect Apple's privacy rules

Apple enforces strict privacy rules across its platforms, and crash reporting for an Apple Arcade game must respect them, capturing the device and crash context needed to debug while not collecting personal identifiers or violating Apple privacy requirements. Apple privacy expectations are high, and Apple Arcade, as an Apple service, holds games to them, so privacy-respecting crash reporting is both a requirement and the right approach.

Configure your crash reporting to capture the technical device context, model, OS, GPU, that helps you debug, while avoiding the personal identifiers and tracking that Apple privacy rules restrict, as covered for any Apple platform. Be transparent in your privacy handling and ensure the crash data you collect complies with Apple requirements. Respecting Apple privacy rules, capturing the technical crash context while avoiding restricted personal data, is essential for an Apple Arcade game, since the platform enforces privacy strictly and crash reporting that crossed the line would both violate the rules and betray the privacy players expect on Apple devices.

Setting it up with Bugnet

Bugnet captures crashes from your Apple Arcade game across the Apple device range, with the device model, device class, OS, GPU, and Metal context, and the Mac architecture, configured to respect Apple privacy by capturing technical context rather than personal identifiers. Reports flow into one dashboard where you can filter by device class to see the cross-device crash picture.

Add custom fields for your game state and the input method, and group identical crashes into occurrence counts. Because Apple Arcade spans iPhone, iPad, Mac, and Apple TV, the ability to filter crashes by device class is especially valuable, telling you whether a crash is universal across the Apple range or specific to a device class, which determines how you fix it. The cross-device context, captured privacy-consciously, is what lets you support an Apple Arcade game across the full Apple ecosystem it is expected to run on, with the high quality bar the service demands.

Test across the Apple device range

Because Apple Arcade games span the Apple device range, test across it, on iPhone, iPad, Mac, and Apple TV if you support it, since device-class-specific issues, an input problem on Apple TV, a layout issue on iPad, a Mac architecture crash, only appear on the actual device class. The Apple range is more manageable than Android fragmentation, so good coverage across the device classes is achievable and worthwhile.

Test the input and capability differences across device classes especially, since that is where the cross-device crashes live, the touch-versus-controller-versus-remote input, the screen differences, the capability variations. Pair the cross-device testing with your captured crash data, which surfaces the device-class and configuration crashes across the full range players use, including the OS versions and Mac architectures you cannot all test. Together they let you meet the high Apple Arcade quality bar across the whole Apple ecosystem, with the cross-device crashes, where the same game running on varied Apple devices introduces failures, kept under control.

Apple Arcade spans iPhone, iPad, Mac, and Apple TV. Capture crashes by device class, privacy-consciously, across the whole range.