https://open.codecks.io/unity-open-...ched-when-not-immediately-consumed-by-a-state Hey all, just wanted to start the conversation about this bug since it seems important and I'm curious about what might be causing it. Not exactly sure what I'm looking for, but I'll post anything I notice/suspect here. Help would be greatly appreciated! And please feel free to add to/correct any of the information below. --- Short description Player input is cached while performing another action. The cached action is performed once the existing action finishes. Expected behaviour Some existing actions should be cancelled when the new action is initiated (e.g. if the player attempts to talk to an NPC while walking, the player should stop walking and enter dialogue), whereas some should ignore the new input (e.g. a player that is jumping should not be able to enter dialogue) To Reproduce Open a testing scene, press Play While walking or jumping, press the ExtraActionButton ("L" on keyboard, "Button North" on gamepad) Notes Interacting with the pot to begin "cooking" does seem to cancel both walking and jumping, but not the ExtraAction. I assume the input is still being cached though because "cooking" begins as soon as ExtraAction completes.