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There's a Text Field Selector component within the text field prefabs included in the asset. The Text Field Selector fires two events, OnFocused and OnFocusedLost, when the text field receives and loses focus respectively.

So one suggestion to handle the scenario you're describing is to have a script listening for the TextFieldSelector.OnFocused event which will be responsible for disabling your gameplay input module/manager when the focus event is fired and then will re-enable the gameplay input module/manager when the TextFieldSelector.OnFocusLost event is invoked.

Hope that helps!

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@KGameil
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@mjdoell
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