Quick answer: Queue the incoming notification payload and process it only after your scene and services are fully initialized, with a null guard for normal launches.

Launching from the home screen works, but tapping a push notification leaves the game stuck on the splash. The deep-link handler ran before the game was ready. Defer handling until init completes to fix the hang.

How to fix it

1. Queue the payload

Capture the notification's data on launch into a pending variable and do not act on it until after your core systems and first scene are ready.

2. Guard the handler

Check that required managers exist before processing the deep link so an early or missing payload does not throw during startup.

3. Test the cold-start path

Reproduce by fully killing the app and tapping a notification, since a warm launch where the game is already running hides the ordering bug.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.