I am not an expert using the profiler, so I am not entirely sure about my finding, but for me it looks like the InputActionCallback performed itself is taking a very long time and I can not seem to find any explainatioin for this behaviour in the profiler. Does anyone have an idea about this or some advise on how to further investigate these cpu times?
It looks like you don’t have “Deep Profile” enabled? Without this enabled, the profile will lack a lot of detail. You can tell the vicinity where time is spent but it won’t properly break down where time is spent in a managed callstack. I.e. it will track the time based on Unity’s profiler markers but won’t be able to tell where it’s calling into your code.
I doubt the time listed is all part of the Input System’s internals, more likely it just cannot show you where exactly in your code the time is spent. E.g. you have Physics.OverlapSphere or Instantiate directly inside of performed, which aren’t part of the Input System internals.
Enable “Deep Profile” and redo the profiling, then you should see where in your code the time is spent.