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Question by KoalaAsesino3 · 22 hours ago · inputinputs

New input system triggers started when pressing AND releasing the trigger

Hi! I've been trying to implement the new input system, but the started phase is triggered not only when I press the trigger but also when I release it. It works fine with the mouse left click and with another generic controller I have which has a button trigger (it just returns a value of 0 or 1). However, with the PS4 controller that has a gradual trigger, the input system triggers started when releasing too unless I release it really fast. I'd say it isn't controller's fault, because it works fine in other games, its values when releasing are ok (I've checked it in a web), and I've tried two different PS4 controllers. This is my code:

 public void Fire(InputAction.CallbackContext context)
 {
     if (context.started)
     {
         weapon.GetComponent<WeaponControl>().StartFiring();
     }
     else if(context.canceled)
     {
         weapon.GetComponent<WeaponControl>().StopFiring();
     }

     print("Fire triggered. Phase : " + context.phase);
 }

When I press and release the mouse, these are the messages I get on the console:

FireTriggered. Phase : Started

FireTriggered. Phase : Performed

FireTriggered. Phase : Canceled

And these are the messages I get when pressing the PS4 controller trigger:

FireTriggered. Phase : Started

FireTriggered. Phase : Performed

FireTriggered. Phase : Canceled

FireTriggered. Phase : Started

FireTriggered. Phase : Canceled

These are my project settings (although I've changed them multiple times and none of the configurations worked):

Default Button Press Point: 0.75

Button Release Threshold : 0.5

I have no interctions or processors in my input map.

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