InputActionPhase.Canceled Always Call.

I use PlayerInput to get joystick data.
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The Cancelled stage is called every frame, and the inputMovement is set to 0, so that my data in update is always 0.
8774905--1190971--upload_2023-2-2_13-22-38.png
But if you only go to the Performed stage, you don’t know when it will end, and the character will keep moving
8774905--1190965--upload_2023-2-2_13-21-38.png
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