If statement With New Input Statement.

How can I do a if statement with the new input system? I have it now that when the Right mouse button is clicked it allows for the mouse to control the camera… but when I release the right mouse button it still allows for the camera to be controlled and the bool is still listed as True.

    private PlayerInputControls playerInputControls;

    //Rotation variables
    public bool _rightMouseDown = false;
    private const float InternalRotationSpeed = 4;
    private const float InternalMoveSpeed = 4;
    private Quaternion _rotationTarget;
    private Vector2 _mouseDelta;
    private Vector3 _moveTarget;

    [Tooltip("How fast the camera rotates")]
    public float RotationSpeed;
   

    void Awake()
    {
        playerInputControls = new PlayerInputControls();
    }
    private void Start()
    {
        //Set the initial rotation value
        _rotationTarget = transform.rotation;
    }

    private void OnEnable()
    {
        playerInputControls.Player.Camera_Rotate_Toggle.performed += ToggleCam;
        playerInputControls.Player.Camera_Rotate_Toggle.Enable();

        playerInputControls.Player.Camera_Rotate.performed += OnRotate;
        playerInputControls.Player.Camera_Rotate.Enable();
    }
    private void OnDisable()
    {
        playerInputControls.Player.Camera_Rotate_Toggle.performed -= ToggleCam;
        playerInputControls.Player.Camera_Rotate_Toggle.Disable();

        playerInputControls.Player.Camera_Rotate.performed += OnRotate;
        playerInputControls.Player.Camera_Rotate.Disable();
    }

    private void ToggleCam(InputAction.CallbackContext context)
    {

        var value = context.ReadValue<float>();
        _rightMouseDown = value >= 0.9f;

       
    }
    public void OnRotate(InputAction.CallbackContext context)
    {
       
        _mouseDelta = _rightMouseDown ? context.ReadValue<Vector2>() : Vector2.zero;
       
    }

    private void FixedUpdate()
    {

        if (_rightMouseDown)
        {
            Debug.Log("Rotate");

            //Set the target rotation based on the mouse delta position and our rotation speed
            _rotationTarget *= Quaternion.AngleAxis(_mouseDelta.x * Time.deltaTime * RotationSpeed, Vector3.back);
           
            //Slerp the camera rig's rotation based on the new target
            transform.rotation = Quaternion.Slerp(transform.rotation, _rotationTarget, Time.deltaTime * InternalRotationSpeed);
        }
       
    }

Don’t put anything related to controls in FIxedUpdate. the Update methode is meant for that.

Even changing it to Update doesn’t fix the issue…