Quick answer: Define a Gamepad control scheme with the right device requirements and enable auto-switch so the last-used device selects the scheme automatically.

If pressing a controller button does nothing while the keyboard still works, the control scheme is locked to keyboard. Adding and auto-switching schemes fixes it. Here is how.

How to fix it

1. Add a Gamepad scheme

In the .inputactions asset create a control scheme named Gamepad with a required <Gamepad> device. Without a scheme that matches the pad, PlayerInput cannot select it.

2. Enable auto-switch

Check the device, and call playerInput.SwitchCurrentControlScheme on a real device change, or rely on the User system's auto-switch by leaving a single PlayerInput in solo mode.

3. Verify binding groups

Each binding must be tagged with the matching scheme in its binding group mask. A gamepad binding left in the keyboard group only resolves under the keyboard scheme.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.