I’m making a cursor like feature and I need it to work for both mouse and gamepad axis movement. Both mouse input and gamepad axis inputs are in the same action like unity says to do, but I’d need different code depending on the action. I’ll explain further: for mouse input, i can get the absolute value previewAsset.transform.position = Camera.main.ScreenToWorldPoint(ctx.ReadValue<Vector2>());
But for gamepad input this wouldn’t work. It should be at least additive previewAsset.transform.position += ctx.ReadValue<Vector2>();
How can i have different logic for the same action? I’m using the PlayerInput component set on “Invoke Unity Events”.