Quick answer: Request ATT authorization only after the app becomes active and after a short in-context primer screen explaining why tracking improves their experience.
Your ATT prompt fires during launch on a black screen, iOS sometimes silently denies it, and opt-in rates crater. Showing a primer and prompting when the app is active fixes timing and consent quality.
How to fix it
1. Wait for active state
Call ATTrackingManager.requestTrackingAuthorization only after the app has reached UIApplication.didBecomeActive; prompting during launch can be ignored by the system.
2. Show a primer first
Display your own short explanation screen before the system prompt so players understand the benefit and are more likely to allow tracking.
3. Branch on the result
Read the returned status and configure your attribution SDK accordingly; if denied, fall back to non-IDFA attribution rather than retrying the prompt.
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.