Unpausing with the new InputSystem

I’m trying to unpause the game. Currently in my PlayerMovement file I have a function that is wired up to an action to set Time.timeScale = 0f, and then I enable my PauseMenu UI element. In there I’m wired into

    void Start()
    {
        controls = new MenuControls();
        controls.Menu.Resume.performed += _ => ResumeGame();
    }

to try and set the timeScale back to 1. However, that never gets triggered. I’m assuming that’s because it’s hooked into FixedUpdate behind the scenes? I can’t ever get that to run after I’m paused. And then I tried this:

void Update()
{
    if (controls.Menu.Resume.triggered)
    {
        ResumeGame();
     }
}

But triggered never seems to be true? I think I’m doing something incorrectly here.

I figured it out. I needed to go to project settings and change the Update Mode of my Input System Package to Process Events in Dynamic Update. That did the trick. Now I just need to disable the other controls during pause, and should be good to go!!