public void Shoot(InputAction.CallbackContext context)
{
if (context.interaction is TapInteraction)
{
if (context.performed)
{
Debug.Log("shooting");
}
if (context.started)
{
chargedRelease = false;
Debug.Log("shooting started");
}
if (context.canceled)
{
Debug.Log("shooting canceled");
}
}
}
public void Charge(InputAction.CallbackContext context)
{
if (context.interaction is HoldInteraction)
{
if (context.performed)
{
Debug.Log("charging");
}
if (context.started)
{
Debug.Log("charging started");
}
if (context.canceled)
{
Debug.Log("charging canceled");
}
}
}
thank you for the reply but it seems it was a bug. i upgraded to preview 3 1.1.0 and everything works fine now. yeah the canceled never got called before, it stayed in the perfomed loop which i though it was crazy since with one controller only everything worked great but if i added another one then it did that. now i do have the same keys on keyboard and gamepad on different actions and all is ok! thank you!