Quick answer: Request ATT permission at an appropriate time, handle denial gracefully, and rely on privacy-preserving attribution where tracking is not granted.
ATT problems are unhandled tracking permission. Requesting and handling it fixes it. Here is how.
How to fix it
1. Request ATT at the right time
Show the App Tracking Transparency prompt with context, at a sensible moment rather than abruptly on launch. Without requesting it, the advertising identifier is unavailable and tracking-based attribution fails.
2. Handle denial gracefully
Most users deny tracking. Ensure the game and your ad and analytics SDKs work without the identifier, falling back to non-personalized ads and aggregate measurement, rather than breaking.
3. Use privacy-preserving attribution
Rely on Apple's privacy-preserving attribution (SKAdNetwork) for install attribution when tracking is denied, so you still measure campaigns within policy instead of depending on the identifier.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.