Quick answer: Anchor elements to the nearest screen edge with min/max anchors, drive size with layout groups, and listen for orientation changes to re-run any manual layout.
A menu that looks perfect in landscape can collapse into a pile of overlapping buttons the moment the player rotates to portrait. Anchoring relative to edges and letting layout groups recompute sizes fixes the jump.
How to fix it
1. Use edge-relative anchors
Set each RectTransform's anchor min and max so it tracks a screen edge or corner. Avoid anchoring to the center with a fixed offset, which assumes a constant aspect ratio that rotation breaks.
2. Let layout groups size children
Wrap rows and columns in HorizontalLayoutGroup or VerticalLayoutGroup with a ContentSizeFitter so element sizes recompute from the new screen dimensions instead of staying fixed.
3. React to orientation changes
Watch Screen.orientation or compare Screen.width and Screen.height each frame, and call LayoutRebuilder.ForceRebuildLayoutImmediate on the root when it flips so manual layouts refresh.
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.