Currently there are two ways to get user input. The Official VRC Input Events detailed here https://creators.vrchat.com/worlds/udon/input-events/
And the standard Unity Input System commonly accessed with GetButton("string"), GetButtonDown("string"), GetButtonUp("string") among other ways.
Which can also be seen as created by the VRC SDK in Unity (see relevant attached photo)
In the current auto-conversion of old worlds to Unity 2022 GetButton("string") works as intended. However GetButtonDown & Up are now broken. This has been observed outside of VRC in Unity as well as evidence see this user complaint https://forum.unity.com/threads/solved-getbuttondown-getbuttonup-with-the-new-system.876451/#post-5764510
Upon further research I discovered that Unity released a new Input system for testing in 2019, but it was required with 2020 and on. So we must be on the new input system. https://blog.unity.com/technology/introducing-the-new-input-system
Since many worlds, especially old ones relied on using GetButtonDown & Up this is breaking a lot of functionality. It might be possible to retroactively convert current user input to running Down & Up.
I personally only use the code to get menu button input as VRC never finished giving us every button in the official VRC Input events. I request either a fix that redirects input into the old Down & Up to fix worlds that won't be updated, or perhaps finishing the VRC Input Events system to include all possible user inputs (which is well overdue).
At the least somewhere in patch notes It should be noted that legacy input settings are breaking in Unity 2022. And even better if that patch comes along with the complete VRC Input Events update and a message telling creators to move to the new system or risk worlds breaking. As it stands now worlds are breaking with no heads up, and furthermore no solution if we want to use VR controllers Menu Button with VRC Input Events.
I observed the issues on Windows Mixed Reality, and Index. Seemed like some friends on other headsets weren't affected so could be you guys already implemented a solution but missed some hardware?
I have a test world focused on the VR Menu Buttons here using "Oculus_CrossPlatform_Button2" & 4