Quick answer: Disable the screen idle timer during active gameplay, re-enable it in menus and when idle, and respect low-power mode.
Screen dimming during play is the OS idle timer. Managing it fixes it. Here is how.
How to fix it
1. Disable the idle timer in gameplay
Set the platform flag to keep the screen on during active gameplay, so the OS does not dim or sleep it during stretches with little touch input, like watching or tilt controls.
2. Re-enable it when idle
Turn the idle timer back on in menus, when paused, or when the game is genuinely idle, so you do not keep the screen on unnecessarily and drain battery when the player is not actively playing.
3. Respect low-power mode
Honor the device's low-power and battery settings — do not force the screen on aggressively when the player has signaled they want to conserve battery, balancing playability with the user's preference.
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.