I have a simple configuration where the movement of my character can be controlled either by the arrow key or the WASD keys:
It looks like when I try to turn left with A while moving forward with the up arrow, only one of the input is detected, depending on the one I pressed first.
CompositeInputBinding in this case creates one input that returns Vector2 value. You’re trying to use two separate inputs bound to the same action, so Input System chooses one.
It’s definitely not a bug, rather a design decision. It could be considered a limitation in some corner cases I suppose.
Did you try to move all the bindings (WSAD and Arrows) to one composite input? It is possible to have more then one binding for a single direction.
I didn’t even thought of moving all the bindings inside one composite input, as when you create a Vector2 composite binding unity automatically populates it with 4 bindings, and I thought you couldn’t add more