PlayerInputManager GetButtonDown equivalent for InputValue?

I’m trying to set up the split-screen capabilities of the new input system. I have the player input manager object in my scene set to “send messages” and am trying to get a jump input with this function:

 public void OnJump(InputValue value){
    jump = value.isPressed;
}

This approach has worked for held stuff and inputs involving floats, like axis inputs. but how, when going this route, am I supposed to achieve getbuttondown-like inputs? I don’t believe I can use WasPressedThisFrame with what I’m trying to do here. Or perhaps I can, but I’m not yet sure how. I tried to change the jump button in my InputActions asset to ‘press’ and the trigger type to ‘press only’ to perhaps force this behavior, since a getbuttondown/getbutton up equivalent to inputvalue.isPressed doesn’t seemingly exist, however this only results in the button behaving as though it’s always held down or toggled on.

How do you guys get getbuttondown/getbuttonup - like behaviors in your local multiplayer games that are using the Player Input Manager?

Instead you should do invoke events and use Input action context. Then you can call for started, performed, and cancelled inputs.

I receive a missing method exception when I try it that way.

     public void OnJump(InputAction.CallbackContext value){
        jump = value.started;
    }

Nvm, I guess it’s working now in the original way I typed it before coming here, after hours of not working inexplicably. whatever. :roll_eyes::rage: I really do appreciate it.Later Ill need to look further into the proper ways one is supposed to use started, performed, and cancelled. But for now, I’m going to bed.