Since we can take advantage of Enhanced Input (why aren’t you?!), consider building on what it can do - Mapping Context is dynamic.
Imagine a scenario:
- I have a character that moves with WASD
- I have a backpack UI whose grid I also navigate with WASD
Open Backpack → Add Backpack Mapping Context
with higher priority that also consumes input
Close Backpack → Remove Backpack Mapping Context
I can use WASD in both, but when backpack is open, the character does not move. When backpack is closed, it has no mapping since we removed it.
And I did not need to disable input, or change input modes.