Issues with Unity Input System when used with Player Input Manager

Hey!
I’m really liking the input systems. It was working fine when I had one player, I could have actions whenever a button action was “started”, “performed”, and "cancelled’.
But then I needed to implement local multiplayer, the way I did this was using the PlayerInputManager and a PlayerInput component on the Player Controller script.

But now, I am unable to know if the action was a “Performed” or “started”, I’m also unable to check for specific interactions, like “hold”, “tap” etc.

A Hold event will trigger the “OnEventName” function inside of my class, but I can’t tell if it was a regular press, or hold, or what.
The way it is now, I would have to create a specific action for each for each type of interaction.

Basically, I’m looking for a way to do local multiplayer and keep the way input systems work, or have a solution for better pass through.

GameObject messages ATM provide for limited functionality. They’re great for hooking things up quickly and easily but the details are lost along the way. Probably makes sense to build this out further and surface more information through InputValue.

By switching to UnityEvents, you can get the full action context including phase and interaction information.

Thank you very much! I will try to use UnityEvents moving forward and how well it goes