Quick answer: Define the action in the Input Map, read it with Input.is_action_pressed or handle the event in the right callback, and make sure no Control with mouse/keyboard focus is eating the event first.
Input that does nothing is usually an unmapped action or an event consumed before it reaches your code. Godot's event flow is the key. Here is how to verify each part.
How to fix it
1. Map the action in the Input Map
Define your action in Project Settings, Input Map, and bind it to keys or buttons. Then Input.is_action_pressed reads it by name. An unmapped action is always false.
2. Use the right callback
_input sees everything; _unhandled_input only sees events the UI did not consume. For gameplay use _unhandled_input or polling so UI takes priority correctly, and check you are not relying on a callback that never runs.
3. Stop UI from eating the event
A focused Control (a Button, a TextEdit) consumes input before gameplay nodes. If a panel is capturing events, set its mouse filter to ignore, or release focus, so the event propagates.
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 Godot 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.