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Question by TGR2711 · May 18, 2020 at 06:02 AM · jumpingpause menupausingspacebar

hard to explain but, when my game is paused my space bar goes weird.

so basically when my game is paused I can click resume or press ESC to unpause however if I click to resume, the next time I pause, pressing space will cause the game to unpause and my character to jump, this does not happen if I resume by pressing ESC. Idk if you can help but best of luck and many thanks.

here is my pause menu manager: using System.Collections; using System.Collections.Generic; using System.Runtime.CompilerServices; using UnityEngine;

public class PauseMenuManager : MonoBehaviour { public static bool GamePaused = false;

 public GameObject pauseMenuUI;
 public GameObject gameOver;
 public GameObject playerMovement;


 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         if (gameOver.activeSelf)
         {
            
         }
         else
         {
             if (GamePaused)
             {
                 Resume();
             }
             else
             {
                 Pause();
             }
         }
     }


 }

 public void Resume()
 {
     pauseMenuUI.SetActive(false);
     Time.timeScale = 1f;
     GamePaused = false;
     PlayerMovement movement = playerMovement.GetComponent<PlayerMovement>();
     movement.enabled = true;
     
 }

 public void Pause()
 {
     pauseMenuUI.SetActive(true);
     Time.timeScale = 0f;
     GamePaused = true;
     PlayerMovement movement = playerMovement.GetComponent<PlayerMovement>();
     movement.enabled = false;
 }

}

here is my player movement:

using UnityEngine;

public class PlayerMovement : MonoBehaviour { public CharacterController2D controller; public Animator animator; public DeathDetector deathdetector;

 public float runSpeeed = 40f;

 float horizontalMove = 0f;

 bool jump = false;
 bool crouch = false;

 // Update is called once per frame
 void Update()
 {
     horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeeed;

     animator.SetFloat("Speed", Mathf.Abs(horizontalMove));

     if (Input.GetButtonDown("Jump"))
     {
         jump = true;
         animator.SetBool("IsJumping", true);
     }

     if (Input.GetButtonDown("Crouch"))
     {
         crouch = true;

     }
     else if (Input.GetButtonUp("Crouch"))
     {
         crouch = false;
     }


 }
 public void OnDeath()
 {
     animator.SetBool("IsDead", true);
 }


 public void OnLanding()
 {
     animator.SetBool("IsJumping", false);
 }

 public void OnCrouching(bool isCrouching)
 {
     animator.SetBool("IsCrouching", isCrouching);
 }

 void FixedUpdate()
 {
     controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
     jump = false;

     
 }


}

if my description is bugged and some code is appearing as text I'm sorry.

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