Quick answer: Read input through an injectable provider interface and pass a fake provider in tests that returns scripted input values frame by frame.
You cannot make the static Input API return a value from a test. Routing input through a provider you inject lets the test script exact inputs and assert the response.
How to fix it
1. Abstract input behind a provider
Define interface IInputProvider { float Horizontal { get; } bool Jump { get; } } with a runtime implementation reading the real API, and depend on the interface in gameplay code.
2. Inject scripted input in tests
Pass a fake provider that returns predetermined values, then step the system and assert the character moved or acted as expected for that input.
3. Cover input edge cases
Script sequences like simultaneous presses, release timing, and held buttons through the fake, exercising input handling that is impractical to reproduce by hand.
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.