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I found an issue when using UnityWebBrowser in projects where the game uses Time.timeScale to pause or slow down the gameplay.
Currently, the browser seems to rely on Update() with Time.deltaTime.
Because of this, if Time.timeScale is set to 0 (pause) or to a small value (<1), the browser update loop also stops or slows down, causing input/interaction issues.
Suggested solution:
Replace Time.deltaTime with Time.unscaledDeltaTime in the browser update loop (or equivalent), so the browser runs independently from the game's timeScale.
This would allow UWB to continue working properly even when the game is paused.