a problem on pausing player in ufps

I’m trying to pause the player movement while in chat.

if(in_chat == true)
{ m_Player.AllowGameplayInput.Set(false); }

the problem i’m facing here is, while firing or moving when i press chat button
AllowGameplayInput is set to false but the player is still on the previous state(moving or running)before the button press…

I had to implement the same thing for Ultimate FPS support in the Dialogue System for Unity. It sets the player’s state to “Freeze”. (See the UFPS manual’s States section.) Here’s a code snippet from the Dialogue System:

		/// <summary>
		/// Freeze the UFPS player (i.e., gameplay) and show the mouse cursor.
		/// </summary>
		public void Freeze() {
			if (fpController != null) {
				fpController.SetState("Freeze", true);
				fpController.Stop();
			}
			if (fpPlayerEventHandler != null) {
				savedCrosshair = fpPlayerEventHandler.Crosshair.Get();
				fpPlayerEventHandler.Crosshair.Set(null);
			}
			if (fpCamera != null) fpCamera.SetState("Freeze", true);
			if (fpInput != null) fpInput.enabled = false;
			if (hideHUD && (fpHUD != null)) fpHUD.enabled = false;
			ShowCursor();
		}
		
		/// <summary>
		/// Unfreeze the UFPS player (i.e. gameplay) and restore the previous cursor state.
		/// </summary>
		public void Unfreeze() {
			if (fpController != null) fpController.SetState("Freeze", false);
			if (fpPlayerEventHandler != null) fpPlayerEventHandler.Crosshair.Set(savedCrosshair);
			if (fpCamera != null) fpCamera.SetState("Freeze", false);
			if (fpInput != null) fpInput.enabled = true;
			if (hideHUD && (fpHUD != null)) fpHUD.enabled = true;
			RestorePreviousCursorState();
		}

hi thanks toni,
i fixed it.

if(in_chat == true)
				{
//					FreezePlayer();
					m_Player.AllowGameplayInput.Set(false);
					m_Player.Attack.Stop();
					m_Controller.Stop();

				}