Quick answer: Treat any return from a killed state as a cold start by reinitializing from saved state, and never assume in-memory objects survived backgrounding.
A player opens your game, switches away for an hour, and tapping the icon crashes instantly. The OS killed the process and the saved activity state references objects that are gone. Reinitialize from disk on restore.
How to fix it
1. Detect restore vs warm resume
Check whether your core singletons and managers still exist on resume; if they are gone, the process was killed and you must reinitialize rather than resume.
2. Reinitialize from saved state
Reconstruct game state from the save you wrote on background, so a cold restore lands the player back where they were instead of dereferencing missing objects.
3. Avoid serializing live references
Do not store handles to runtime objects in the platform's saved-instance bundle; persist plain data you can rebuild from, since the objects will not exist after a kill.
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.