I have some code set up using an interface in my auto generated C# input system class. I am using the event methods with a SetCallbacks(this) on my player control class and each method contains a context argument that has access to probably tons of useful data, properties, methods, etc. I've read through the official documentation which is just a static reference of different properties and methods associated with actions, input actions, and input action assets. I've examined the generated class, but it really only has JSON and a struct that doesn't really help me in this way. I've also experimented with trying random dot statements attached to the context to try and figure out what I can and can't do, also logging to console... which is practically useless here as the console doesn't return enough information and it is rather vague as to how the console statements correlate to the code. ie. if I log context.control I get Key:/Keyboard/w and unity says I printed out an type Object. When I reference the object type Control of a Vector2Control from the Unity docs, it has properties of x and y with their respective values. However, if I use context.control.x I get an error that x is not a property of of InputControl... what? How was I supposed to know the logged Object was of type InputControl? Well whatever then, now I check the docs on InputControl... and I don't see anything pertaining to what the hell I need to access to get access to the STATE of my keys being pressed, ie. what I assume to be start, performed, canceled. I know I can access the value of my Vector2, and by checking the values I can deduce which key was pressed, at one time, but I need access to the current state continuously. Is my OnMove event being triggered every frame as it held? Or is it only being triggered when state changes? I'm just not finding any real guides or documentation (or tutorials) that really dive into how I'm supposed to use all of this within an Update(). Do I have to set global variables or objects for each state, to mirror that of what is happening within the callback contexts of each event method, and then use that in the Update()? If thats the case, then why even bother with the callbacks and the asset and not just hardcode in InputActions and use them in my own methods that can be called from Update()? After months of experimenting with stuff in Unity, learning this/that, modeling, texturing, coming up with camera logic and game logic, figuring out quaternions and euler angles, I still can't wrap my head around how I'm supposed to organize this "new" input system and what to do with callbacks. I understand asynchronous code in JS, async/await, callbacks, promises, and their need, and thats the only thing that comes to mind when I'm reading about this stuff, but I'm running out of things to read about this system and I haven't yet connected the dots. Is there some secret MDN-like resource that references properties, attributes, and methods in a not so static and arbitrary way? Something that has a practical hierarchy of what is contained within these callback contexts?