Hello. I attached the profiler to a build and saw some weird behavior. I am using L2CPP as backend, the build isn’t in Deep Profiling mode and I am using the new Input System.
When pressing the buttons on the gamepad, this “inputCheckForUnpairedDeviceActivity” method is called. I don’t know what that is, but it seems to be taking up to 1 ms to trigger the event, this is unacceptable. It seems to be happening only with the gamepad not with the keyboard. Any ideas?
To accept input I have a “Player Input” component attached to a GameObject that is invoking Unity Events. I am handling the events like this:
public void OnAttackButtonPressed(InputAction.CallbackContext context)
{
float input = context.ReadValue<float>();
if(input == 1)
{
OnAttackBtnPressed?.Invoke();
}
}
public void OnDashButtonPressed(InputAction.CallbackContext context)
{
if(context.ReadValue<float>() > minRightTriggerSensitivity)
{
OnDashBtnPressed?.Invoke();
}
}
And my input action controller(?) looks like this
Am I doing something wrong?
Thanks in advance.