problem with timeScale = 0 (game paused)
Hi all, I'm trying to pause the game using timeScale and fortunatly everything is working fine except one thing! When the game is paused and i click on the screen the player and the whole game make little movement. So if I click several time on the screen the game ignore the timescale. Also, when i click on the button to restart/resume the game, it will generate another little movement before to set timescale = 1 again
Here you can find my code:
 // Update is called once per frame
     void Update () {
 
         if (isPaused && !counter.activeInHierarchy)
         {
             pauseMenuCanvas.SetActive(true);
             Time.timeScale = 0;
         }
         else if (counter.activeInHierarchy)
         {
             pauseMenuCanvas.SetActive(false);
             //Time.timeScale = 1;
         }
         else
         {
             Time.timeScale = 1;
             pauseMenuCanvas.SetActive(false);
         }
 
         if (Input.GetKeyDown(KeyCode.Escape))
             pauseGame();
     
     }
 
     public void pauseGame()
     {
         isPaused = !isPaused;
     }
 
     public static class CoroutineUtil
     {
         public static IEnumerator WaitForRealSeconds(float time)
         {
             float start = Time.realtimeSinceStartup;
             while (Time.realtimeSinceStartup < start + time)
             {
                 yield return null;
             }
         }
     }
 
     public void Resume()
     {
         pauseMenuCanvas.SetActive(false);
         StartCoroutine(MyCoroutine());
     }
 
     private IEnumerator MyCoroutine()
     {
         counter.SetActive(true);
         yield return StartCoroutine(CoroutineUtil.WaitForRealSeconds(3));
         counter.SetActive(false);
         isPaused = false;
         Time.timeScale = 1;
     }
 
     public void reloadGame()
     {
         SceneManager.LoadScene("Play");
     }
 
 }
Thanks in advance
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