Hi! I’ve been trying to implement the new input system, but the started phase is triggered not only when I press the trigger but also when I release it.
It works fine with the mouse left click and with another generic controller I have which has a button trigger (it just returns a value of 0
or 1
). However, with the PS4 controller that has a gradual trigger, the input system triggers started when releasing too unless I release it really fast. I’d say it isn’t controller’s fault, because it works fine in other games, its values when releasing are ok (I’ve checked it in a web), and I’ve tried two different PS4 controllers.
This is my code:
public void Fire(InputAction.CallbackContext context)
{
if (context.started)
{
weapon.GetComponent<WeaponControl>().StartFiring();
}
else if(context.canceled)
{
weapon.GetComponent<WeaponControl>().StopFiring();
}
print("Fire triggered. Phase : " + context.phase);
}
When I press and release the mouse, these are the messages I get on the console:
FireTriggered. Phase : Started
FireTriggered. Phase : Performed
FireTriggered. Phase : Canceled
And these are the messages I get when pressing the PS4 controller trigger:
FireTriggered. Phase : Started
FireTriggered. Phase : Performed
FireTriggered. Phase : Canceled
FireTriggered. Phase : Started
FireTriggered. Phase : Canceled
These are my project settings (although I’ve changed them multiple times and none of the configurations worked):
Default Button Press Point: 0.75
Button Release Threshold : 0.5
I have no interactions or processors in my input map.