Quick answer: Set the keep-screen-on window flag (FLAG_KEEP_SCREEN_ON) for the duration of non-interactive playback and clear it afterward to avoid wasting battery.

A player watches a five-minute cutscene and the screen dims, then locks, interrupting the moment. With no taps, Android assumes idle. Hold the keep-screen-on flag during playback to keep the display awake.

How to fix it

1. Set keep-screen-on

Apply WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON (or your engine's equivalent screen-sleep setting) when the cutscene begins so the inactivity timer is suspended.

2. Clear it when done

Remove the flag once interactive gameplay resumes or when the cutscene can be skipped, so you do not needlessly drain battery during idle menus.

3. Prefer the flag over wake locks

Use the window flag rather than a power-manager wake lock; the flag is tied to your activity's visibility and cannot leak power if your app is backgrounded.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.