title: Unity New Input System, can't enable controls after disabling them
body: <p>I'm trying the new <a href="https://github.com/Unity-Technologies/InputSystem" rel="nofollow noreferrer">Unity Input System</a> and so far it's working great. However, I ran into a small snag. I want to implement a 'pause' system. When the game is paused, the player controls should be disabled. And when the game is resumed the player controls should be back in working order. This half works. I successfully disable the player controls when the game is paused, yet when the game is resumed the controls still don't work.</p>
  
  <p>Part of the class responsible for movement:</p>
  
  <pre><code>public class ShapeMover : MonoBehaviour
  {
      public InputManager controls;
  
      private       float        _lastFallTime;
      private       float        _fallSpeed;
      private       ShapeSpawner _spawn;
      private       GameObject   _shapeToMove;
      private       Transform    _shapeToMoveTransform;
      private       bool         _isGameOver;
      private const float        _leftRotationAngle  = (float) -1.57079633;
      private const float        _rightRotationAngle = (float) 1.57079633;
  
  
      private void Awake()
      {
          _spawn        = FindObjectOfType&lt;ShapeSpawner&gt;();
          _lastFallTime = 0f;
          _fallSpeed    = GameGrid.Instance.GetFallSpeed();
          _isGameOver   = false;
  
          controls.Player.Movement.performed += ctx =&gt; Movement(ctx.ReadValue&lt;Vector2&gt;());
          controls.Player.Drop.performed     += ctx =&gt; Drop();
          controls.Menu.Reset.performed      += ctx =&gt; Restart();
          controls.Menu.Pause.performed      += ctx =&gt; PauseToggle();
  
          SetShapeToMove();
      }
  </code></pre>
  
  <p>Pause function in the same class:</p>
  
  <pre><code>private void PauseToggle()
  {
      var currentPauseState = GameGrid.Instance.IsPaused;
      //If not paused, will pause
      if (!currentPauseState)
      {
          controls.Player.Disable();
          GameGrid.Instance.IsPaused = true;
      }
      else
      {
          controls.Player.Enable();
          GameGrid.Instance.IsPaused = false;
      }
  }
  </code></pre>
  
  <p>Am I doing something wrong? How can I achieve the desired behavior?</p>