Quick answer: Anchor content to ARAnchors and let the session relocalize, or save and restore anchors so positions persist across pause and resume.
When an AR app is backgrounded, the session pauses and on resume it tries to relocalize against the environment. Content tied to raw world coordinates jumps because the coordinate frame moved. Using anchors (or persistent cloud/saved anchors) lets the placement follow relocalization instead of teleporting.
How to fix it
1. Anchor everything placed
Attach placed objects to ARAnchor instances so the subsystem re-pins them when the session relocalizes on resume.
2. Handle session lifecycle
Respond to the app pause/resume so you do not place new content while the session is reinitializing and tracking is not yet recovered.
3. Persist anchors if needed
For experiences that must survive a full restart, save anchors (or use cloud/persistent anchors) and restore them after relocalization.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.