Input.getKeyDown alternative for XR Devices

Hello! I am trying to make a sword that activates a certain effect after a button has been pressed. This is supposed to be a mod for a game, so i used unitys XR tools to find out when a button has been pressed. That works, but it returns when the button has been pressed AND released, which activates my sword effect and deactivates it as soon as i let go of the button.
Here’s my code:

        if (rightInput.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primaryButton, out gripped) &&  gripped && !wasPressed)
        {
            wasPressed = true;
            Deactivate();
        }
        else if (rightInput.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primaryButton, out gripped) && gripped && wasPressed)
        {
            wasPressed = false;
            Activate();
        }

I’m looking for an alternative Method that is like “GetKeyDown”, where i press a button and only the pressing of the button is recognized, not the release.
Thanks in advance!

as far as i know xr doesnt check it for you. if you want a getkeydown act-alike, you’ll have to check triggers states per frame and comparing it yourself, something like this:

if(inputNotDownlastFrame && IsDownThisFrame)
{
  bool inputdownthisframe = true;
}
else
{
  inputdownthisframe = false;
}