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Question by Tanoshimi2000 · Oct 11, 2021 at 10:05 PM · inputtimepausetimescalepause game

Input System no button press when timescale = 0

Simply put, $$anonymous$$tting the menu button sets Time.timeScale = 0, and the game pauses, but not$$anonymous$$ng can unpause it or happen during the period. The Debug statement gets called the first time, and then not$$anonymous$$ng.

     private void TogglePause()
     {
         Debug.Log("Pause was $$anonymous$$t");
         isPaused = !isPaused;
         if (isPaused)
         {
             AudioListener.pause = true;
             Time.timeScale = 0;
         }
         else
         {
             AudioListener.pause = false;
             Time.timeScale = 1f;
         }
     }


Any reason why the new Input System would not receive/send InputAction.Performed?

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Answer by CCrowell · Apr 27, 2022 at 11:30 PM

I am having t$$anonymous$$s issue as well. I discovered my UI wasn't working because I had a PlayerInput instance in the scene and the UI Input Module was not hooked up (did not know I needed to do that). Now that I have it working, I can pause the game, but I cannot unpause.

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avatar image unitj75 · Jun 02, 2022 at 01:57 AM 0
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Answer by Mordengaard · Jul 21, 2022 at 02:15 PM

FixedUpdate isn't called when Time.timeScale is zero, so if you're calling your UI pause function from there it won't work once the game is paused. Call it from Update instead.

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