For the people experimenting with hardware and Unity. I do this quite often but now I hit a hard brick wall. I'm trying to use a STM32 to emulate a joystick named "FreeJoy" which has a magnetic sensor connect and using the new Input System Using magnet I can emulate a joystick, rotating the magnet shows a value between -1 and 1. This solution works just fine when using any kind of game controller preview software. I can see the value going up and down as I rotate the magnet over the sensor and having the FreeJoy update the value within the software. However where the issue comes is that I try to get the same value output by the FreeJoy to be used within Unity. I can see the FreeJoy joystick just fine I can see the Rotation Axis value update whenever I double click the FreeJoy in the above image However when I want to bind anything to 'Rx' using the 'Input Actions' menu from the Input System, I don't see any axis at all Now I have 2 questions: 1.) Why can't I bind the rotation axis from the binding menu? 2.) While double click the FreeJoy and see the Rx value, I noticed that there is a deadzone between max value and min value where the value switch is happening. Example: from 0.99 to 1 but then when I rotate a little it stays 1 for a while and then turns into -0.01. This is however not happening in any game controller preview software else then Unity. I can 100% guarantee that the data from the sensor isn't behaving like that but that Unity is somehow adding a deadzone under the hood. Does someone know how I can get the FreeJoy work properly? At the moment I have no clue how to fix it as the sensor works just fine but Unity seems not to work that well with the sensor. Only solution I have now it remove the FreeJoy and send data over Serial and get the magnet sensor data that way.