Quick answer: Wait out normal processing windows, check the developer account email for the rejection detail, and fix the named metadata/entitlement issue when one arrives.
Between upload and testability sits Apple's processing, and its failures arrive by email, not in the Console UI — which is why builds look 'stuck'. Here is the triage.
How to fix it
1. Know the normal window
Minutes to a few hours is normal (longer at release seasons) — re-uploading repeatedly creates version-code churn without helping; give it time before acting.
2. Check the email trail
Invalid Binary details go to the account holder's email and App Store Connect activity — missing NSUsageDescription strings for accessed APIs (photos, tracking, mic) are the top cause for games with share features or ads.
3. Validate locally next time
Xcode's Validate App (or Transporter's verify) catches most of these pre-upload — make it part of the release checklist rather than discovering via email.
4. Bump and re-upload after fixes
Processing failures consume the build number — fix, increment, re-upload; the stuck entry can be ignored or expired.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.