Quick answer: Read the platform safe-area insets and pad the HUD by them, anchoring interactive controls inside the safe region rather than the full screen rect.

On modern phones a pause button tucked into the top corner can sit half under the camera cutout, making it hard to tap. Padding the HUD by the OS-reported safe-area insets moves controls into reachable space.

How to fix it

1. Query the safe-area insets

Get the safe area from the platform (for example Unity's Screen.safeArea, CSS env(safe-area-inset-*), or the native insets API) instead of assuming the full screen is usable.

2. Pad the HUD root

Apply the insets as padding or anchored offsets on the HUD root container so all children automatically sit inside the safe region without per-element math.

3. Keep the background full-bleed

Let purely decorative art extend edge to edge under the cutout for an immersive look, but constrain every tappable control and readable text to the inset-padded area.

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.