Quick answer: Treat returning from an ad as a full resume, restore rendering, audio, and state, and test the after-ad path specifically.
Bugs after an ad are an unhandled resume. Treating the ad as a background cycle fixes it. Here is how.
How to fix it
1. Treat it as a resume
An ad backgrounds the game like the home button does. Run your full resume logic when the ad closes — restore rendering, unpause, reacquire audio focus — rather than assuming the game continued normally.
2. Restore resources and state
Full-screen ads can cost the GPU context, audio focus, and input. Recreate lost graphics resources, reclaim audio, and re-enable input on return, and reconcile any state the ad SDK may have affected.
3. Test the after-ad path
Specifically test watching an ad and returning, since this path is easy to miss and a hotspot for crashes and black screens. Reproducing the full ad cycle in testing catches these before players do.
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.