I mean, if during runtime there’s a new binding to a certain
inputAction, such as:
inputAction.performed += ctx => Function(ctx.ReadValue<float>());
And suppose that before this new binding the player was already holding this input to
1f, and continues after being bound. This new input binding knows nothing about this held value, because no change was made to the input, and so no callback was called.
This, however, is problematic. I would like previously held inputs to execute callbacks even though no change was made.
For now, the input gets eaten until a change is made.
Is there a way to configure this? Or the only alternative would be to code it manually?