Quick answer: Use StoreKit 2 Transaction.currentEntitlements to read live entitlements instead of relying on a restore button, and only treat non-consumables and subscriptions as restorable.
A player reinstalls and taps Restore Purchases, but their remove-ads upgrade does not come back. Restore only returns non-consumables and auto-renewable subscriptions, and only if you persisted the entitlement. Reading current entitlements directly is more reliable.
How to fix it
1. Read current entitlements
In StoreKit 2, iterate Transaction.currentEntitlements on launch to rebuild what the user owns. This is authoritative and does not need a manual restore tap for non-consumables.
2. Do not expect consumables to restore
Consumables (coins, gems) are never returned by restore. If players need them across devices, track the balance on your own backend keyed to their account, not to the App Store.
3. Finish transactions only after granting
Call transaction.finish() only once you have persisted the entitlement. Finishing before you record it means StoreKit considers it done and will not surface it again.
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.