Quick answer: Grant strictly from the onUserEarnedReward callback, latch a verified flag, and apply the grant after the ad fully dismisses so partial views never pay and full views always do.
Players who watch the entire rewarded ad still do not get coins because your grant logic keyed off the wrong event. The reward must come from the earned-reward callback. Wiring that correctly fixes it.
How to fix it
1. Grant on earned-reward only
Award the reward inside OnUserEarnedReward; this is the only callback that confirms the player watched enough to qualify.
2. Latch then apply on close
Set a verified flag in the earned-reward callback and apply the grant in the ad-dismissed callback so UI updates after the ad closes, but only if the flag is set.
3. Verify server-side rewarding
For valuable rewards, use server-side verification (SSV) so a tampered client cannot fake the earned-reward callback to grant currency.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.