Quick answer: Expand the touch target to at least the platform's minimum (around 44-48 dp) with transparent padding, decoupling the hit area from the icon size.
A small icon button can feel broken on a phone because the tap area is only the icon, not the comfortable region around it. Padding the hit target to the recommended minimum makes every intended tap land.
How to fix it
1. Meet the minimum target size
Make each button's interactive area at least the platform minimum (roughly 44pt on iOS, 48dp on Android) even when the visible icon is smaller, using transparent padding around it.
2. Decouple hit area from art
Let an invisible, larger collider or RectTransform receive the tap while the icon stays small, so the visual and the touchable region can differ without redesigning the icon.
3. Add spacing between targets
Keep adjacent buttons far enough apart that their enlarged hit areas do not overlap, preventing accidental taps on the wrong control with a fat finger.
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.