Wrong Mouse.delta

I wrote this simple code,

    private void Update()
    {
        Vector2 mousePos = Mouse.current.position.ReadValue();
        Vector2 mouseDelta = Mouse.current.delta.ReadValue();
        if(mouseDelta.magnitude > 0f)
            Debug.Log($"Mouse pos: {mousePos}, Mouse delta: {mouseDelta}");
    }

and here’s the log when I move the mouse.

Mouse position is correct, but delta is giving me wrong values.
I think delta is giving me the mouse delta of window space of unity editor, not the Game window.

Am I doing something wrong or is it a bug?
I am using Input System 1.7.0.

  1. Try to update to the latest version 1.11.1 by the name of package indicating version in UPM.
  2. Once, I have been trying to get normalized values of position data related to screen size, assuming that .normalized is what I was looking for. But it is not, and it provides basic Vector2 operation instead. Possibly, .magnitude here is the same case. Are you sure that you try to use it in the correct way?

Example of correct using:

if (Mouse.current.leftButton.isPressed)
{
    x = Mouse.current.position.ReadValue().x;
}

Thanks for the reply, I updated the package to 1.11.1, but got the same results.
Yes, I need my delta pointer values, I can just calculate them manually but I want to understand why the problem is happening…

What results do you expect?
Can you provide a demo with the console to understand on how you’re acting?

Sorry, you’re facing issues @egunan I had a brief look into this and it does feel like a bug.
Could you open a bug for this from the Unity Editor > Help > Report a Bug ? It will help speed up the process, thanks!

I was curious about it and was able to reproduce (Unity 6000.0.23f1 with input package 1.11.1).

The issue occurs when you set a custom render resolution (for instance 4K UHD) in the game window in editor. The delta reported is always the same whatever the custom resolution.

Yes, I also found out it is, I wonder if this is intended or its a bug.