Input System 1.1.0 Resolving ambiguous gyroscope error

Solution: @sacredgeometry pointed out that I needed to write out my reference to the full extent to differentiate the two gyroscopes. While I had tried InputSystem.Gyroscope vs Gyroscope thinking the UnityEngine portion was automatically included, I in fact needed to write it out as UnityEngine.InputSystem.Gyroscope .


Building on a previous script to see what sensors my phone has, I decided to test for all sensors in the new input management system. Full code at bottom. Everything is set up fine except that I get the error message: Error CS0104 'Gyroscope' is an ambiguous reference between 'UnityEngine.InputSystem.Gyroscope' and 'UnityEngine.Gyroscope'
To use the new Input Management System I need to include a using UnityEngine.InputSystem statement. However, I also need the using UnityEngine statement; otherwise, Monobehavior is not recognized. So as far as I know, I need both statements.

I tried to specify in code that the gyroscope I wanted to use was the InputSystem gyroscope by declaring it this way: InputSystem.Gyroscope gyroscope; However, that leads to Error CS0426The type name 'Gyroscope' does not exist in the type 'InputSystem' . Does anyone know how to clear up the ambiguity between gyroscopes when using Input Management System 1.1.0? The user guide does not make any statements about confusion between the two.
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.1/manual/Sensors.html
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.1/manual/QuickStartGuide.html

using System.Collections; 
using System.Collections.Generic; 
using UnityEngine; 
using UnityEngine.InputSystem; 
using TMPro;
    
    public class Sensors : MonoBehaviour {
        public TextMeshPro textaccel;
        public TextMeshPro textgyro;
        public TextMeshPro textgravity;
        public TextMeshPro textattitude;
        public TextMeshPro textlinearaccel;
        public TextMeshPro textmagfield;
        public TextMeshPro textlight;
        public TextMeshPro textpressure;
        public TextMeshPro textproximity;
        public TextMeshPro texthumidity;
        public TextMeshPro texttemp;
        public TextMeshPro textstepcount;
    
        Accelerometer accelerometer;
        InputSystem.Gyroscope gyroscope;
        GravitySensor gravity;
        AttitudeSensor attitude;
        LinearAccelerationSensor linearaccel;
        MagneticFieldSensor magfield;
        LightSensor lightsens;
        PressureSensor pressure;
        HumiditySensor humidity;
        AmbientTemperatureSensor ambient;
        StepCounter step;
    
        void Start()
        {
            accelerometer = Accelerometer.current;
            gyroscope = Gyroscope.current;
            gravity = GravitySensor.current;
            attitude = AttitudeSensor.current;
            linearaccel = LinearAccelerationSensor.current;
            magfield = MagneticFieldSensor.current;
            lightsens = LightSensor.current;
            pressure = PressureSensor.current;
            humidity = HumiditySensor.current;
            ambient = AmbientTemperatureSensor.current;
            step = StepCounter.current;
        }
    
        void Update()
        {
            if (accelerometer != null)
            {
                InputSystem.EnableDevice(accelerometer);
                textaccel.text = "enabled";
            }
            else
            {
                textaccel.text = "null";
    
            }
                  
            if (gyroscope != null)
            {
                InputSystem.EnableDevice(gyroscope);
                textgyro.text = "enabled";
            }
            else
            {
                textgyro.text = "null";
    
            }
    
            if (gravity != null)
            {
                InputSystem.EnableDevice(gravity);
                textgravity.text = "enabled";
            }
            else
            {
                textgravity.text = "null";
    
            }
    
            if (attitude != null)
            {
                InputSystem.EnableDevice(attitude);
                textattitude.text = "enabled";
            }
            else
            {
                textattitude.text = "null";
            }
    
            if (linearaccel != null)
            {
                InputSystem.EnableDevice(linearaccel);
                textlinearaccel.text = "enabled";
            }
            else
            {
                textlinearaccel.text = "null";
    
            }
    
            if (magfield != null)
            {
                InputSystem.EnableDevice(magfield);
                textmagfield.text = "enabled";
            }
            else
            {
                textmagfield.text = "null";
    
            }
    
            if (lightsens != null)
            {
                InputSystem.EnableDevice(lightsens);
                textlight.text = "enabled";
            }
            else
            {
                textlight.text = "null";
            }
    
            if (pressure != null)
            {
                InputSystem.EnableDevice(pressure);
                textpressure.text = "enabled";
            }
            else
            {
                textpressure.text = "null";        
            }
    
            if (humidity != null)
            {
                InputSystem.EnableDevice(humidity);
                texthumidity.text = "enabled";
            }
            else
            {
                texthumidity.text = "null";        
            }
    
            if (ambient != null)
            {
                InputSystem.EnableDevice(ambient);
            }
            else
            {
                texttemp.text = "null";
            }
    
            if (step != null)
            {
                InputSystem.EnableDevice(step);
                textstepcount.text = "enabled";
            }
            else
            {
                textstepcount.text = "null";
            }
        } }

When you have an ambiguous reference it means that two types exist with the same name the way to get around this is to just specify the type with the full namespace

i.e.

UnityEngine.InputSystem.Gyroscope

You could also use an alias to shorten it: