Quick answer: Validate rebinding data on load with Enum.IsDefined, migrate saved bindings across input changes, and stop deriving KeyCodes arithmetically.

Custom key-rebinding systems that persist raw ints hit this when a save carries a value the enum does not define. The input call then asserts every frame. Here is the hardening.

How to fix it

1. Validate on load

When reading saved bindings, check Enum.IsDefined(typeof(KeyCode), value) and fall back to defaults for anything invalid — old saves and edited configs will contain garbage eventually.

2. Never do math on KeyCodes

Deriving 'the next key' or mapping ranges with addition breaks across enum gaps; use explicit tables for any mapping.

3. Version your bindings save

Store a schema version with bindings so an input-system migration can rewrite or reset them instead of feeding stale ints to new code.

4. Reset gracefully

On any invalid binding, restore that action's default and notify the player once — a silent per-frame assertion is the worst outcome.

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 Unity 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.