Quick answer: Set the active input handling to the new system (or Both), generate and enable the Input Actions asset, and confirm your bindings map to real controls and your callbacks are subscribed.

After installing the new Input System, input often goes dead because two systems now exist and the project must opt in. A handful of wiring steps get it reading again. Here is the checklist.

How to fix it

1. Set the active input handling

In Player Settings, Active Input Handling must be Input System Package (New) or Both. If it is still Input Manager (Old), the new APIs read nothing. Unity restarts after you change this.

2. Enable the action map

An Input Actions asset does nothing until its map is enabled — call Enable on the map or action, or use a PlayerInput component that does it for you. A disabled map silently returns no input.

3. Wire callbacks or polling correctly

Subscribe to the action's performed callback, or poll ReadValue each frame. Confirm the binding actually targets a control (a key, a gamepad axis) and the control scheme matches the device you are testing.

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.