Deactivating InputModule

Quick question: What’s the quickest way to (temporarily) deactivate user inputs via the InputModules (Standalone or Touch). Simply enabling/disabling them doesn’t seem to work, if they were activated at the start of the scene.

Easiest way is to just deactivate the EventSystem. It caches the input/raycast modules so just disabling the specific modules might not have an effect.

Granted, I think that is possibly a bug and the event system should check their active status when processing, simply because you might be using the event system to manage in-game events as well, so disabling the entire event system may cause other issues.

I’d log it :smile:

How?

rofl, sorry. I usually qualify statements like that.

Use the Unity bug reporter in the editor (under the help menu). That is still the only way to log issues with Unity at the moment (whether it’s UI, Editor, Docs or otherwise)