Quick answer: Start the interactive rebind on the correct binding, apply and complete the operation, and save and load the binding overrides as JSON.
Input System rebinding not working is a rebind-operation or persistence issue. Here is how to fix it.
How to fix it
1. Start the rebind correctly
Use PerformInteractiveRebinding on the specific action and binding index you want to remap, and complete or cancel it properly. Targeting the wrong binding index remaps the wrong control.
2. Apply the override
The rebind produces a binding override that replaces the default path. Confirm it is applied to the action, and watch for composite bindings (WASD) where each part has its own index to rebind.
3. Save and load overrides
Persist the binding overrides (the Input System can serialize them to JSON) and load them on startup. Without saving, rebindings are lost on restart, looking like rebinding does not work.
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.