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Question by CCrowell · Apr 27 at 11:41 PM · uiinputmodules

InputSystem no UI Events while Time.timeScale =0

I'm using the new InputSystem (and boy is it documented poorly). I finally got my UI to work after I discovered (since it was not hinted at, warned, or tutorialized anywhere) that I needed to hook my PlayerInput script up to my EventSystem so that I could actually get UI events in the editor.

The really weird thing is now (only in the editor so far) I cannot unpause the game when it is paused. It is like the UI freezes up. Before I fixed my PlayerInput problem, the UI was working just fine on Android and iOS. I have not done a build since this latest change, so I have no idea if it is still working in build, but for the editor, no dice.

I wonder if it has something to do with TouchEmulation...

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Answer by CCrowell · Apr 27 at 11:53 PM

Weird discovery: I am enabling TouchSimulation from script via the call TouchSimulation.Enable();

When playtesting, I had to enable 'Simulate Touch Input From Mouse or Pen' via the Input Debugger window, and then disable it. This got the system working, but only while in play mode. I then added a TouchSimulation script to an empty game object, tried again, and got some errors about trying to read touch input before something was assigned. I then removed the TouchSimulation script from the scene, hit play, and everything worked just fine and dandy.

This is why you don't use Singleton patterns, kids.

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Oh nevermind, after loading another scene and back into the scene I was testing, we were back to the original issue.

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