Quick answer: Enable the action or its action map (or the whole asset) in OnEnable, and disable it in OnDisable, before reading values or subscribing to callbacks.

If a brand-new Input System hookup reads zero on everything, the actions are disabled. Enabling them fixes it. Here is how.

How to fix it

1. Enable the action

Call moveAction.Enable() (or actionMap.Enable(), or asset.Enable()) in OnEnable. A disabled action never produces values or fires callbacks.

2. Disable to balance it

Call the matching Disable() in OnDisable so the action does not keep firing after the object is gone, which causes ghost input.

3. Prefer PlayerInput or generated class

Using the generated C# wrapper or a PlayerInput component handles enable/disable lifecycle for you and avoids forgetting the Enable call entirely.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.