Quick answer: Restore time scale and re-enable input on unpause, clear any stuck input state, and avoid driving input logic by scaled time that stays zero while paused.

Input that does not come back after unpausing means the unpause did not fully reverse the pause. Restoring time scale and input state fixes it. Here is how.

How to fix it

1. Restore time scale and input

If pausing set time scale to zero, unpausing must set it back. Input or actions gated on time, or explicitly disabled at pause, must be re-enabled. An incomplete unpause leaves controls dead.

2. Clear stuck input state

A button held when the pause triggered can be stuck in a pressed state. Clear or re-read input state on unpause so a stale held key does not block or misfire new input.

3. Avoid scaled-time input logic

Input timing driven by scaled delta time stops advancing while paused and may not resume correctly. Use unscaled time for input and UI so it works regardless of the game's time scale.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every your game error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.