InputSystem: PS4 Controller recieves continuous weird Inputs / Events

Hey,

I found out, that when for the “new” InputSystem viewing the PS4-Controller in my Input Debugger (Window → Analysis → Input Debugger → Device → Double-Click Dualshock4…) I recieve continuous Events, which when opening up do not show any info on which input is triggered, meaning all Values are 0 (Zero) for all Buttons and 0.00 for Joysticks.

When I select more than one event and right-click → compare them, there is no difference shown between them (with active setting “Show Only Differences”).
This also accounts for comparing a huge amount of “collected” events.

What I’ve tried:
-Switching USB-Cable of Controller
-Switching to Bluetooth
-Switching Controller itself (for another Dualshock)
-Updating USB-Drivers (eventhough it’s the same problem for Bluetooth)
-Switching from PC to Laptop
-Switching to another Unity Project

The input-events continued to appear.

With my colleague I found out that for his XBOX-Controller (360 as far as I remember) there is no such continuous event-call.

Here is how it looks like for me when opening the PS4-Device in the Input-Debugger:

And here are screenshots of the info for one event (by simply double-clicking), and for a comparison of two events:

Also, I thought it would be interessting to see, how a comparison SHOULD look like normaly:

I also tried moving the controller around in my room to check if its the gyroscope sending the signals (would be a nice feature, but I think this is not even available in the InputSystem) So this wasn’t the issue.

My question: What could it be?

Thanks alot in advance for your answer!
Doodler

I can confirm this happens on other types of controllers like Nintendo Switch Pro Controllers and some newer Xbox Controllers.

Using Input System version 1.8.2 and the number of events per second is averaging more around the same as my monitor refresh rate setting, so 60 per second. Each event is using about 8 KB of data and with 60 events per second it is starting to get to a stupid level of event data being used. 480 KB of Input State data with no changes per second is really rough. So far, I can only get this issue on certain types of controllers and no other Input Device.

We have it happening on two different computers with completely different hardware for the most part.
Both are using windows 10 though. This happens in editor out of play mode and editor in play mode. About to do a build to see if this happens in a build as well.

All events are STAT types by the looks of it.

Hello, I’m still having this issue. On a brand new DualSense controller and on a Dualshock 4 controller as well.

Unity version: 6000.0.40f1

necro, but this comes from stick drift on the Playstation controller. Add a stick-dead-zone as a processor to the gamepad input actions affected by this (for me it was the navigate action). You can also debug this by adding debug statement to your input action listeners, to see which actions are invoked over and over again.