Quick answer: Disable EnhancedTouch's touch simulation, or bind to the generic Pointer device instead of both Mouse and Touchscreen, so a tap produces one event.

If tapping once in your mobile Unity game fires the action twice, touch is being simulated as a mouse alongside the real touch. Removing the duplication fixes it. Here is how.

How to fix it

1. Disable touch simulation

If you do not need synthetic mouse events, remove the TouchSimulation instance or do not call EnhancedTouchSupport.Enable() alongside it, so touches are not echoed as mouse input.

2. Bind to Pointer, not both

Use a single <Pointer>/press binding rather than separate Mouse and Touchscreen bindings; Pointer abstracts over both without doubling on devices that report both.

3. Filter in the callback

If you need both, check the control's device in the action callback and ignore the simulated mouse when a real touch is active for that frame.

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.