Then just check it before you do your input check:
if (ClicksEnabled)
{
if (Input.GetMouseButtonDown(0))
{
}
}
Alternately you can still accept the raw intent of the click, but then where you process the intent check that variable. It sorta depends how you have stuff organized.
It sounds like your telling me normally this is completely possible?
Oh well, maybe I’ll try having the boolean in the same script. It could be that referencing another script creates the delay for the input to assume the condition hasn’t been met for a few milliseconds
I think it might be to do with the call stack in Unity? The boolean is constantly checking for input in update, so maybe the button click or tap might be only registered after update?
It’s currently a polish bug at the end of a whole bunch of other things, but if you’re still around when it does get fixed or if I’m still stuck I’ll post it here. Thanks again for the replies and help, it’s very much appreciated