Quick answer: On opt-out, disable the SDK, drop the unsent queue, persist the preference, and re-check it at startup before any event is recorded.
A player who opts out still appears in your dashboards because the toggle never touched the queue or the SDK state. Wiring opt-out to actually halt and persist collection respects their choice.
How to fix it
1. Disable the SDK on opt-out
Call the platform disable API and stop your own event recorder so no new events are created. A cosmetic toggle that leaves the pipeline running is non-compliant.
2. Clear the pending queue
Discard events already buffered on disk that have not been sent, so opting out also prevents historical buffered data from leaving. Already-uploaded data is handled by deletion requests separately.
3. Persist and re-check the choice
Store the opt-out flag durably and read it before recording anything on the next launch. A preference that resets on restart silently re-enrolls the player.
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.