I use PlayerInput to get joystick data.
The Cancelled stage is called every frame, and the inputMovement is set to 0, so that my data in update is always 0.
But if you only go to the Performed stage, you don’t know when it will end, and the character will keep moving
How to deal with this situation?
Basically every frame takes the value of cancel.
This value has always been Vector2.zero before. After changing the system settings, it has a value now, but it still cannot be used.
Did you solve the issue? Having a similar problem