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Question by subamanis · Jan 20, 2021 at 06:01 PM · 2dinputprofilerprofiling

New input system has big overhead for gamepad.

Hello. I attached the profiler to a build and saw some weird behavior. I am using L2CPP as backend, the build isn't in Deep Profiling mode and I am using the new Input System.

alt text

When pressing the buttons on the gamepad, this "inputCheckForUnpairedDeviceActivity" method is called. I don't know what that is, but it seems to be taking up to 1 ms to trigger the event, this is unacceptable. It seems to be happening only with the gamepad not with the keyboard. Any ideas?

To accept input I have a "Player Input" component attached to a GameObject that is invoking Unity Events. I am handling the events like this:

     public void OnAttackButtonPressed(InputAction.CallbackContext context)
     {
         float input = context.ReadValue<float>();
 
         if(input == 1)
         {
             OnAttackBtnPressed?.Invoke();
         }
     }
 
     public void OnDashButtonPressed(InputAction.CallbackContext context)
     {
         if(context.ReadValue<float>() > minRightTriggerSensitivity)
         {
             OnDashBtnPressed?.Invoke();
         }
     }

And my input action controller(?) looks like this alt text

Am I doing something wrong? Thanks in advance.

2.png (41.3 kB)
4.png (33.2 kB)
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Answer by tdespoulain · Jun 28, 2021 at 08:03 AM

I am seeing the same issue here on Unity 2020.3.9f with InputSystem 1.0.2 unfortunately. This looks like internal InputSystem code checking for new unpaired devices is causing heavy allocations.

hierarchy timeline


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