Quick answer: Add an EventSystem with the correct input module for your input system, and ensure it is enabled and not duplicated across additively loaded scenes.

When not a single button, toggle, or slider responds, the scene is usually missing its EventSystem entirely. Adding one with the right input module brings the whole UI back to life.

How to fix it

1. Add an EventSystem

Create a GameObject with an EventSystem component (GameObject > UI > Event System), which is required for any UI input dispatch; without it no Graphic Raycaster results are delivered.

2. Match the input module

Use the StandaloneInputModule for the legacy input or the InputSystemUIInputModule if you are on the new Input System, since a mismatched module silently delivers no events.

3. Avoid duplicates across scenes

When loading scenes additively, ensure only one EventSystem exists; duplicates log a warning and can disable each other, leaving the UI unresponsive.

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.