my gamepads LS/Y is detected as LS; LS/X works fine

during Class InputActionRebindingExtensions | Input System | 1.0.2 when moving the LS/Y it gets detected as LS.

Also the Value (float) coming from gamepad sticks appear to not be correct. This is a heads up if you like to already dig into your code to make it brilliant, I haven’t debugged this yet but the resulting movement was different than expected from my input.

I tested this again and could get LS/X to work only 1 out of ten. I have the impression I may not have “any” amount of y elongation when wanting to get x detected.

Perhaps you need to to detect anything in a sector given by the diagonals of x, y as belonging to the axis this sector contains.

And I have the same issue for RS now too.

The controller in question is a Thrustmaster GPX gamepad.

Its analogue L/R Shoulder buttons are configured as a single Z-Axis inside the OS Windows 10 btw… But you detect them individually. I prefer you to detect a device as configured from above.

does someone else have this issue of PerformInteractiveRebinding being too strict on detecting a gamepads stick axis?
If yes, does this person have a workaround? If yes to this, what is that workaround doing exactly?

Or: if you have a Microsoft XBox controller (this is the controller is from Microsoft (not the controller is for [Microsoft XBox])), do you NOT have this issue?

can someone reassure me this issue is not present with a Microsoft XBox controller ?