Quick answer: Upload the token to your backend on every launch and on the token-refresh callback, associating it with the player account.

Permission is granted, yet your campaign reaches no one because the device token was never stored server-side, or it rotated and you kept the old one. Registering and refreshing the token fixes delivery.

How to fix it

1. Send the token on launch

After requesting permission and obtaining the token (FCM getToken or APNs didRegisterForRemoteNotificationsWithDeviceToken), POST it to your backend tied to the user id.

2. Handle token refresh

Implement the refresh callback (onNewToken) and re-upload; tokens rotate on reinstall, restore, and periodically, so a stale token silently stops working.

3. Prune dead tokens

When a send returns an unregistered/invalid token error, delete it server-side so you stop targeting devices that uninstalled.

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.