Quick answer: Call asset.LoadBindingOverridesFromJson with your saved string during startup, before enabling any action map, so the overrides are applied to the live bindings.

When a remapped key works until you restart, the override is saved but never re-applied on load. Reloading the JSON at boot fixes it. Here is how.

How to persist rebinds

1. Save the overrides as JSON

After a successful rebind call asset.SaveBindingOverridesAsJson() and store the string in PlayerPrefs. Saving individual paths by hand misses composite parts.

2. Load before enabling maps

On startup read the JSON and call asset.LoadBindingOverridesFromJson(json) before any Enable(). Loading after enable can leave cached resolved controls stale.

3. Reset cleanly

For a Restore Defaults button call action.RemoveAllBindingOverrides() rather than rewriting paths, then clear the PlayerPrefs key so the next load starts fresh.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.