what I would like to do is remove the keyboard input during GUI display (pause menu) but after reading the docs for the inputs: [Customize Camera Inputs - Babylon.js Documentation](http://inputs docs) and reading the source (inputs interface) there doesn’t seem to be a enum or array of inputs I can figure out to give me access to the cameras input controls to toggle them on and off, can someone help me with code please or an easy function?
Yes, the keyboard (actually the input manager for the keyboard) is still attached to the camera, but it isn’t listening for keyboard events on the canvas anymore
Hmmm, well it doesn’t work for me in my case, it’s still accepting inputs. Is there any way to debug where the inputs are coming from? Because I have a suspicion it’s not on the camera.
I didn’t see this line the first time… in the playground you cannot move the camera with the arrow keys when the control is detached, otherwise you can. The problem in your project is that the camera can still be affected with the keyboard, right?
Okay so I understand what my confusion with the freecam was in the playground it uses the arrow keys and not WASD so you’re correct, it does disable input as intended (I just thought WASD was default).
In my build (unity toolkit) when calling detachControl() it still accepts movement with the WASD keys and arrow keys.
So I’ll need to figure out where these controls are coming from or possibly there’s another input class?
I’m kind of thinking I’m just going to hack the character speed to zero, unless you can suggest a better way?