Quick answer: Capture the full launch URL and its parameters synchronously in the launch handler before any routing, persist them, and attach them to the session and conversion events.
A player taps a campaign link but by the time your analytics initializes the UTM parameters have been cleared by the router, so the campaign gets no credit. Reading the intent first preserves them.
How to fix it
1. Capture the launch URL first
In the deep-link or intent handler, read the full URL and its query before doing any navigation. Routing often consumes or rewrites the URL, erasing the parameters.
2. Persist the parameters
Store the campaign, source, and content values so they survive the asynchronous analytics init and a possible cold start. Holding them only in memory risks losing them to a relaunch.
3. Attach to session and conversion
Add the captured parameters to the session-start and any subsequent conversion events so the funnel ties back to the campaign. Without this the link click and the action never join up.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.