Quick answer: Route input through an action layer that maps actions to bindings, let players rebind actions, persist the bindings, and handle conflicts.
No remapping comes from hardcoded input. An action layer enables it. Here is how.
How to fix it
1. Use an action layer
Define abstract actions (jump, fire) and map them to bindings, rather than checking specific keys throughout the code. This indirection is what makes remapping possible at all.
2. Let players rebind and persist
Provide a UI to rebind each action and save the bindings, so players configure controls to their needs and the settings survive restarts.
3. Handle conflicts and defaults
Detect when a binding conflicts with another and prompt or swap, and offer a reset to defaults. Remapping without conflict handling leaves players with duplicate or broken bindings.
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 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.