Quick answer: Set the allowed orientations explicitly in the player settings, handle the orientation-change event to relayout UI, and lock to portrait or landscape if the game only supports one.
Orientation bugs come from a mismatch between what the game allows and what it handles. Setting and handling orientation deliberately fixes it. Here is how.
How to fix it
1. Set allowed orientations explicitly
In the player settings, specify exactly which orientations the game supports. Leaving all enabled lets the device rotate into one your UI was not built for, breaking the layout.
2. Handle orientation changes
If you support both portrait and landscape, listen for the orientation change and re-anchor the UI for the new aspect. UI laid out for one orientation looks wrong in the other without this.
3. Lock when single-orientation
If the game only works one way, lock to portrait or landscape so the device never rotates it into an unsupported layout. The lock removes a whole category of orientation bugs.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.