Quick answer: Handle the orientation and surface change, recreate render resources on the new surface, and lock orientation if the game only supports one.

A crash on orientation change is unhandled surface recreation. Here is how to fix it.

How to fix it

1. Handle the surface change

An orientation change can destroy and recreate the render surface. Handle the surface-destroyed and surface-created callbacks, recreating GPU resources on the new surface rather than using the old, invalid one.

2. Handle the configuration change

On Android, a configuration change can restart the activity unless handled. Either handle the configuration change so the game persists, or ensure your state survives the recreation, so rotation does not crash or reset.

3. Lock orientation if single-orientation

If the game only supports one orientation, lock it so the device never triggers a rotation the game does not handle. The crash often comes from rotating into an unsupported orientation; locking removes the trigger.

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.