TMP_InputFields Broken After Switching to New Input System

Hi all,

Hope you are doing well!

So I migrated from the old to the new system, since I was hoping to add stronger controller support to my game.
I’m currently using ONLY the new input system as my Active Input Handling.

However, in the process, it looks like my TMP_InputFields stopped functioning as expected.

If it helps, here’s a video of what is happening.

It looks like I have to move my cursor in a strange position to the right in order for me to be able to edit my TMP_Inputfields.
I had a hunch that this could do with the cursor position, but I’m not entirely sure.

With the kind of help of someone in the discord, I also attached a temporary script to one of my fields as well:

using UnityEngine;
using TMPro; // Make sure to import the TextMeshPro namespace

public class FauxScript : MonoBehaviour
{
    public TMP_InputField inputField;

    void Start()
    {
        inputField.onSelect.AddListener(OnInputFieldSelected);
        inputField.onDeselect.AddListener(OnInputFieldDeselected);
    }

    void OnInputFieldSelected(string text)
    {
        Debug.Log("Input field selected");
    }

    void OnInputFieldDeselected(string text)
    {
        Debug.Log("Input field deselected");
    }
}

It looks like hovering over the input field fires a select AND a deselect event, even if I leave my cursor in the same exact position.
When I click on it, it hires a select and a deselect as well, but I’m not always able to edit it – I use the blinking caret as reference for whether I’m able to edit it.

In the off-chance that it is useful, here are also my new input system inputactions: Controls.inputactions.zip - Google Drive

Any guidance / help is appreciated, thank you!