Quick answer: Recompute your touch-to-world transform and UI layout in the resize/orientation event using the new surface dimensions instead of cached values.
Rotate the phone and suddenly tapping a button does nothing, but tapping an inch away from it works. The touch mapping is still using the pre-rotation canvas size. Recompute it on the resize event and the offset disappears.
How to fix it
1. Recompute on resize
Hook the orientation or resize event and rebuild the mapping from raw touch coordinates to your virtual resolution using the current surface width and height, not values captured at startup.
2. Re-anchor the UI
Re-run your safe-area and anchor layout after rotation so buttons move with the new dimensions; otherwise the visuals shift but the hit regions do not, or vice versa.
3. Test both rotation directions
Verify portrait-to-landscape and landscape-to-portrait, and a 180-degree flip, since some engines only fire the event for certain transitions.
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.