I'm working on an action game in which there is one attack input that has different results (in different contexts during regular gameplay) depending on whether it is pressed, tapped, held, or held and released. Originally I tried checking if context.interaction was a Press, Tap, Hold or SlowTap interaction in response to the action's callbacks, but I realized that doesn't work, because different interactions override each other depending on how they're ordered on the action. I guess I can understand why this is the case, if I really think about what must be going on behind the scenes and try to visualize the data and timing, but it's very confusing. There should be, at least, some kind of warning/indication in the action map editor UI that a given interaction can't happen at all or that it will only happen on X phase(s) of the action, due to the order of interactions. I think I can achieve the behavior I want using a Tap interaction and a Hold interaction, but then I need to check if the Tap interaction has started to get Press behavior, and then check if a Hold interaction has canceled to get SlowTap behavior. And when doing this, Hold is started after Tap is canceled, which is a bit confusing because Hold normally is started when the input is first pressed, but for some reason it's deferred in this case. And then I wonder, is the timer for Hold only started after Tap has been canceled? It appears not, which is good... But I really feel like it shouldn't be this complicated and shouldn't require you to detect interactions in an inconsistent way in the first place. Ideally, I think there would be a callback for each interaction being started, performed, and canceled. The order-dependence makes the feature of being able to use multiple interactions on a single action both too limited and redundant. While at first it seems that it's intended to facilitate my use case, in practice I've spent way more time trying to figure this out than I would have if I used only the Press interaction and just coded the tap and hold behaviors myself.