I was hoping the new input system would mark an end to polling in Update() but using events I’m only able to trigger an action a few times (started, performed, released?). If I was to hold down the W key I’d expect to update the player’s Vector2 moveAmount variable every frame for as long as it’s held.
This is what I have:
{
Vector2 moveAmount = playerInput.actions["Move"].ReadValue<Vector2>();
...
}```
Is this the intended workflow? It doesn't feel like much of an upgrade from using Input.GetAxis() (and requires an extra reference to a PlayerInput) but I'm fully prepared to be told that I'm missing something obvious.
Thanks for any help :)
EDIT: It had not occurred to me that the Vector2 value on release would be (0,0) and set moveAmount as such. So it's only a matter of keeping track of moveAmount as a member variable. I got confused during migration, seems obvious now!