Quick answer: Use the Input System's PerformInteractiveRebinding to let players capture new bindings at runtime, then save and reload the override JSON.
Non-remappable controls exclude players who cannot reach or press the default inputs. Interactive rebinding fixes it. Here is how.
How to fix it
1. Start interactive rebinding
Call action.PerformInteractiveRebinding(bindingIndex).OnComplete(...).Start() when the player picks a control, capturing whatever input they press next.
2. Handle conflicts and cancel
Detect duplicate bindings and offer to swap, and allow an escape key to cancel the rebind so players never get trapped in the capture state.
3. Persist the overrides
Save the result of SaveBindingOverridesAsJson() to disk and call LoadBindingOverridesFromJson() on startup so remaps survive restarts.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.