Quick answer: Set the asset pack's delivery mode correctly, request on-demand packs via the Asset Delivery API before use, and test with bundletool's local testing mode.
Your Android game works in a debug APK but the released App Bundle cannot find assets because they live in an on-demand pack that was never fetched. Requesting the pack fixes it.
How to fix it
1. Choose the right delivery mode
In the asset pack's build.gradle, set deliveryType to install-time for assets needed immediately, or on-demand/fast-follow only for content you fetch later.
2. Request on-demand packs in code
For on-demand packs, call the Play Asset Delivery API (AssetPackManager.fetch) and wait for it to finish before loading those assets, since they are not bundled into the base install.
3. Test with bundletool
Build the .aab and use bundletool with --local-testing to install the split APKs and asset packs the way the Play Store delivers them, reproducing the runtime layout.
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 mobile 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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.