Hello,
I have difficulties to understand how the queing of event of the input system works.
For the context we are trying to implement a way to record inputs then replay them. Our system needs to be replayed on the exact same fixed frame it was first played. We were not able to obtain this with the InputSystem record/replay system so we are looking at ways to do it ouserlves.
But we encountered this problem:
We are able to send input events and trigger the callback but the end value we receive is not the one we sent, and it does not seem to fit calculation we could do with the deadzone (which is the default 0.125 <> 0.925).
There is also some (0, 0) values being sent that I did not queued.
Is there something I don’t understand, some hidden preprocessor being applied?
Here is the Log and the project used to produce it, it uses a default playerAction built via the playerInput and the callback is triggered with unity event by the playerInput. I disabled the gamepad and created a virtual one to make sure there is no parasite values.
Unity version: 2021.3.19f1
InputSystem version: 1.5.1
8974315–1233958–StickInputQueueTest.zip (54.7 KB)