MRTK and Grip Press - input

I'm using MRTK 2.3.0 trying to catch a "Grip Press" event from the Mixed Reality motion controller.
I've setup the Input Action in the MRTK Toolkit in the Hierarchy of Unity. I've also assigned the action to the controller's grip button in the Controller Definitions. I'm using the following code and made sure the Grip variable is assigned to the Grip Press event. Nothing happens... I'm able to catch touchpad and joystick, menu button press, but not Grip? Why?
According to this documentation: https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/MixedRealityConfigurationGuide.html the Grip should be a "float" as it's designed as single axis (I wonder why, since it's a button and not a trigger...). However, I'm trying to catch the event where I can... not working...
Anyone understand what the heck I'm trying to say here? (sorry, the code below also includes other events that I can catch without a hickup).
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Microsoft.MixedReality.Toolkit.Input;
using Microsoft.MixedReality.Toolkit;
public class TestInput : MonoBehaviour, IMixedRealityBaseInputHandler,
IMixedRealityInputHandler<Vector2>, IMixedRealityInputHandler
{
public MixedRealityInputAction Trigger, Grip, Scroll, Swipe, Joystick, DPad, TouchPadClicked, TouchPadTouched, MenuPressed;
public MixedRealityInputAction DPadUp, DPadDown, DPadLeft, DPadRight, JoystickUp, JoystickDown, JoystickLeft, JoystickRight;
private bool TouchpadPressed, MenuButtonPressed, GrabPressed, TouchDialogPadPressed, TouchpadClicked, Thouchpadtouched,
ThumbstickActive, ThumbstickPressed, VRManipulationStarted, ScrubStarted, PlayPause = false;
private void OnEnable()
{
IMixedRealityInputSystem inputSystem;
if (MixedRealityServiceRegistry.TryGetService<IMixedRealityInputSystem>(out inputSystem))
{
inputSystem?.RegisterHandler<IMixedRealityBaseInputHandler>(this);
inputSystem?.RegisterHandler<IMixedRealityInputHandler<Vector2>>(this);
inputSystem?.RegisterHandler<IMixedRealityInputHandler>(this);
inputSystem?.RegisterHandler<IMixedRealityInputHandler<float>>(this);
}
}
private void OnDisable()
{
IMixedRealityInputSystem inputSystem;
if (MixedRealityServiceRegistry.TryGetService<IMixedRealityInputSystem>(out inputSystem))
{
inputSystem?.UnregisterHandler<IMixedRealityBaseInputHandler>(this);
inputSystem?.UnregisterHandler<IMixedRealityInputHandler<Vector2>>(this);
inputSystem?.UnregisterHandler<IMixedRealityInputHandler>(this);
inputSystem?.UnregisterHandler<IMixedRealityInputHandler<float>>(this);
}
}
public void OnInputChanged(InputEventData<Vector2> ed)
{
Debug.Log("InputChanged");
if (ed.MixedRealityInputAction == DPad)
{
Debug.Log("Touched Touchpad at:" + ed.InputData.x.ToString() + "," + ed.InputData.y.ToString());
}
if (ed.MixedRealityInputAction == Joystick)
{
Debug.Log("Touched Joystick at:" + ed.InputData.x.ToString() + "," + ed.InputData.y.ToString());
}
}
public void OnInputChanged(InputEventData ed)
{
if (ed.MixedRealityInputAction == MenuPressed)
{
Debug.Log("Menu button pressed");
//ActionText.text = "Grab pressed";
}
}
public void OnInputChanged(InputEventData<float> ed)
{
Debug.Log("Float Changed");
if (ed.MixedRealityInputAction == Grip)
Debug.Log("Grab Pressed");
}

Ok... I got this..... It's a BUG in MRTK.
I have 18 actions defined (when you have DPad left, up, down etc it goes by fast!).
When I try to assign my MixedRealityInputAction to an InputAction in the Inspector, when I try to select GrabPressed (which is the 18th action), I get
IndexOutOfRangeException: Index was outside the bounds of the array.
Microsoft.MixedReality.Toolkit.Input.Editor.InputActionPropertyDrawer.OnGUI
Therefore the action does not work....
I tried to use another InputAction instead and assign it to the grab button (I used Select in this case) and it works like a charm....
Beware....

Try
Input.GetAxisRaw(ControllerMappingLibrary.AXIS_11) > 0 || Input.GetAxisRaw(ControllerMappingLibrary.AXIS_12) > 0;
AXIS_11 is grip press for the left controller while 12 is for the right controller

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public class Tile : Game
{
Process of elimination narrowed the search to this class. I believe this caused an infinite loop that interfered with the input somehow, but without throwing an error or causing an obvious freeze.
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EDIT:
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Best,

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A little more research showed that my problem was the same a this question:
Layout animation not working on first run
The flashView's visibility was set to GONE by default (causing the Animation not to start immediately as the View had never been rendered), so I just need to set it to INVISIBLE before calling flashView.startAnimation()
If setting the View to VISIBLE won't work, as was in my case, it helped for me to call requestLayout() before starting the Animation, like so:
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In my case, my View was 0dip high which prevented onAnimationStart from being called, this helped me around that problem.
This worked for me:
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I had to set the view to VISIBLE (not INVISIBLE, neither GONE), causing the view renderization needed to animate it.
That's not an easy one. Till you got a real answer : The animation start is triggered by onNetworkEvent. As we don't know the rest of the code, you should look there, try to change onNetworkEvent by an other event that you can easily identify, just to debug if the rest of the code is ok or if it's just the trigger that is responsible for it.
May be it will help someone, because previous answers not helped me.
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And when expand just set it to VISIBLE before animation:
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