Calling dragend once

the following is in my scene.update section:

scene.input.on(‘dragstart’, function (pointer, gameObject) {
gameObject.setTint(0xff0000);
});
scene.input.on(‘drag’, function (pointer, gameObject, dragX, dragY) {
gameObject.x = dragX;
gameObject.y = dragY;
gameObject.setDepth (dragY+(gameObject.height/2));
});
scene.input.on(‘dragend’, async function (pointer, gameObject) {
gameObject.clearTint();
console.log(gameObject.texture.key);
});

The ‘dragend’ event seems to fire for each time ‘drag’ has been fired.
Is there a better function to call that will fire only once at the end of dragging? Right now, dragend is invoked hundreds or thousands of times when dragging stops.

Don’t add input handlers in update().

@samme - that fixed it - thanks a bunch!