Analog stick rotation angle (2D aiming) in new Input System

Hey guys,

is there a preferred solution to detect the rotation angle of an analog stick in the new input system? I want to make a 2D character aim towards the rotation of the analog stick (360° 2D aiming) and snap back to default when the stick is in its idle position.
Edit: A better, perhaps integrated method than calculating from the Vector2 inputs, that is.

Thank you in advance for any helpful advice.

Hello, did you find a solution? I’m trying to do it simply by

Vector2.SignedAngle(Vector2.right, context.ReadValue<Vector2>());

but them the Y axis is inverted.
If I invert the Y axis, my X axis get also inverted by the angle…