Quick answer: Set active input handling to include the new system, map touch and on-screen controls, and use control schemes that match mobile devices.

Input System not reading on Android is a backend or mapping issue. Here is how to fix it.

How to fix it

1. Set active input handling for the build

Confirm Active Input Handling is set to the new Input System (or Both) for the build, not just assumed. A build still on the old backend reads nothing through the new APIs on device.

2. Map touch and on-screen controls

Mobile has no keyboard or gamepad by default. Map touch input and add on-screen controls (an on-screen stick and buttons) so the actions have bindings the phone can actually provide.

3. Use mobile-appropriate control schemes

A control scheme requiring a gamepad or keyboard has no devices to bind to on a phone, so its actions are inactive. Provide a touch control scheme so the actions are driven by available mobile input.

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.