How to control aixs gravity, sensitivity in new Input System

Hi I’m trying to use new input system.

I found that in the new system the axis input does not support gravity or sensitivity at basic setting.

but i want to control gravity or sensitivity like old version.

How can i solve this problem.

thank you

Hi @TrollInSecret , I believe this is done through the GUI in your InputActionSystem. Navigate to the relevant binding and add a processor (scaling, inversion deadzone etc). So to change the sensitivity you will change the scaling of the Vectors or whatever option it provides you with, and it seems to work as a fractional value. I hope this helps you or at least gets you close to the right answer.

Hi, I was looking at the same problem.
Under the ‘Processors’ for a 'Left Stick [Gamepad] I added, a ‘Scale Vector 2’ processor. Then set X to the value of 20 and Y to the same value. Saved the asset and retried my gamepad controller, and the look rotation was vastly improved.
This had no effect on my mouse controller.
Regards,
Nick

https://answers.unity.com/questions/1699430/how-can-i-apply-sensitivity-in-new-input-system-fo.html

This solution uses Mathf.MoveTowards(…) to achieve this. The scaling needs to be done on the input relative to time, so scaling in the editor doesn’t seem to work. Would be interested if there’s an alternate way that Unity considers best practice…

this was the solution I used, adding input gravity, inspired by @frostfromwayback. PrepareControlsInput() is called within the update/fixed update Unity method

[SerializeField, Range(0f, 100f)] float inputGravity = 10f;

Controls controls;
private Vector2 controlsInput;
private Vector2 deltaInput;

// other code...

private void GetControlsInput(InputAction.CallbackContext ctx)
{
	controlsInput = ctx.ReadValue<Vector2>();
}

private void PrepareControlsInput()
{
	// input gravity
    deltaInput.x = Mathf.MoveTowards(
		deltaInput.x, controlsInput.x, Time.fixedDeltaTime * inputGravity
	);
	deltaInput.y = Mathf.MoveTowards(
		deltaInput.y, controlsInput.y, Time.fixedDeltaTime * inputGravity
	);

	// input clamped normalization
	deltaInput = Vector2.ClampMagnitude(deltaInput, 1f);
}