// Update is called once per frame void Update() { if (inShop) { if (Input.GetButtonDown ("Y") ) { // Make saved changes here inShop = false; Time.timeScale = 1; } } else if (inRange) { // Always face text to player activationText.transform.LookAt(new Vector3(playerTrans.position.x, 2.2f, playerTrans.position.z)); activationText.transform.Rotate(new Vector3(360,180,0)); // Check for input if (Input.GetButtonDown("Y") ) { inShop = true; Time.timeScale = 0; wm = playerTrans.GetComponentInChildren<WeaponManager>(); wm.loadUnlockedWeapons(ref unlockedWeapons); } } }