Quick answer: Disable the outgoing map and enable only the one you want, or call PlayerInput.SwitchCurrentActionMap, so exactly one map is active at a time.
When opening a pause menu still moves your character, two action maps are listening simultaneously. Activating one map at a time fixes the bleed-through. Here is how.
How to switch maps correctly
1. Switch, don't just enable
Call playerInput.SwitchCurrentActionMap("UI") instead of enabling the UI map on top of Gameplay. SwitchCurrentActionMap disables the old map for you so only one stays live.
2. Disable manually if you enable manually
If you bypass PlayerInput and call actions.FindActionMap("Gameplay").Enable(), you must Disable() it before enabling UI. Enabling never disables siblings.
3. Pause the EventSystem input too
The UI map drives the InputSystemUIInputModule; make sure gameplay code checks the current map name before acting so a held movement value during a menu does not leak through.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.