Quick answer: Check the device and app haptic settings and permissions, use the platform's current haptics API, and provide intensity and patterns the hardware supports.

Haptics that do nothing are usually a settings, permission, or API problem. Here is how to fix it.

How to fix it

1. Check settings and permission

System haptics or vibration can be off in OS or in-app settings, and Android needs the vibrate permission. Confirm haptics are enabled and permitted before debugging the code.

2. Use the right API

Each platform has a current haptics API (Core Haptics on iOS, the vibrator and haptic feedback APIs on Android). Using an outdated or wrong call does nothing on modern devices. Use the supported one.

3. Match the hardware capability

Some patterns and intensities are not supported on all devices. Query capability and fall back gracefully so haptics fire where supported instead of silently failing on the rest.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.