I've been trying to implement a complete Rebinding System with the new Input System. I am aware that there is a rebinding sample package provided with the core package as well as the popular tutorials available online to use it in various cases. Initially using the RebindAction class as is worked pretty fine for individual key rebinds as well as composite rebinds (individual composite part or all composite parts together). However, the issue arose when I tried to implement a swap feature when a new keybind already exists as a binding for any other action in the InputActionAsset. This too was solved after toiling quite a bit but I couldn't get the swap to function as I wanted when the duplicates were found within a composite keybind. So, I moved on to a more "simpler" approach to rebind the keys without using InteractiveRebinding while also swapping any duplicate keybinds (if any). To achieve this, I'm using InputAction.ApplybindingOverride on the binding index and action that I'm trying to remap. Code (CSharp): if (!ResolveActionAndBinding(out var action, out var bindingIndex)) return; var rebindedInput = await CheckForInputs(); action.ApplyBindingOverride(bindingIndex, rebindedInput); rebindedInput is a string such as "<Keyboard>/a", which I get when I press any key during the rebinding. This works as expected from singular bindings of any actions but the function does not work when it is used on an individual binding inside a composite. ApplyBindingOverride does apply an override on the InputAction as it can be seen in Debug mode as well as if I save the BindingOverridesAsJson. However, when inside the actual gameplay scene, only the composite binding works only with the defaults keys instead of the rebinded ones. I tried to mention as much as I possibly could, if I left out anything noteworthy, will add them up promptly. Any pointers would be highly appreciated! Thanks.