Player input being faster than code/process/thread execution

Let’s say I have 10 buttom_devices with 0 time to interact, and the player can select from any of them, but only press one per turn.


X X X X X X X X X X
1 2 3 4 5 6 7 8 9 10


Once the player presses one buttom, an invisible, interaction-blocking collision(let’s just call it “mask”) appears and prevents further input (also tried other methods, like classes and disabling).

The issue is: players are able to interact with multiple buttom_devices at once, because apparently they can be faster than Prop.Show() takes to enable the interaction blocking mask.

I also tried changing player classes, and the results are even worse, since it appears to take even longer than simply hiding and showing a prop.

Adding interaction time to the buttoms solved it, (0.5 was enough), altrought the original ideia was to have no time at all. So I’m still wondering if there’s any way to fix this issue trought code or something.

Could you possibly add a boolean on your code, so when they press a button it changes the bool and ignores any other button inputs