Strange InputManager Problem

Okay, normally I can find the answer to my question, but this time I have been unable to.

Basically I am trying to make a HUD overlay, that will change to a pause menu upon touch button.

Here’s my JS script:

#pragma strict

public var hUDOver : GameObject;
public var pauseMenu : GameObject;
public var statusMenu : GameObject;

function Start () 
{
	hUDOver.SetActive(true);
	pauseMenu.SetActive(false);
	statusMenu.SetActive(false);
}

function Update () 
{
	if (Input.GetButtonUp("Fire1"))
	{
		hUDOver.SetActive(false);
		pauseMenu.SetActive(true);
		statusMenu.SetActive(true);
	}
}

This script works, but when I go into Input Manager and create a button “PauseMenu”, go into this script and change “Fire1” to “PauseMenu”, and change the Button Handler to “PauseMenu” it doesn’t work at all.

48877-wuh.png
48878-wuh2.png

Mainly I’m just trying to get Input Manager to accept new buttons, where I can use them.

Anyone have any idea on how to fix my problem?

Nevermind, I fixed this problem using the Button Standard Assets “OnClick()” triggers.