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Question by comfroels · Aug 25, 2020 at 01:52 AM · inputcontrols

Unpausing with the new InputSystem

I'm trying to unpause the game. Currently in my PlayerMovement file I have a function that is wired up to an action to set Time.timeScale = 0f, and then I enable my PauseMenu UI element. In there I'm wired into

     void Start()
     {
         controls = new MenuControls();
         controls.Menu.Resume.performed += _ => ResumeGame();
     }

to try and set the timeScale back to 1. However, that never gets triggered. I'm assuming that's because it's hooked into FixedUpdate behind the scenes? I can't ever get that to run after I'm paused. And then I tried this:

 void Update()
 {
     if (controls.Menu.Resume.triggered)
     {
         ResumeGame();
      }
 }

But triggered never seems to be true? I think I'm doing something incorrectly here.

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Answer by comfroels · Aug 25, 2020 at 10:25 PM

I figured it out. I needed to go to project settings and change the Update Mode of my Input System Package to Process Events in Dynamic Update. That did the trick. Now I just need to disable the other controls during pause, and should be good to go!!

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