So it seems no matter what I do, the image in the GameOverDisplay does not want to block input to the input manager.
I developed a workaround for this
In both UnitCommandGiver and UnitSelectionHandler, I added a bool
bool gameIsOver=false;
I also added a method
void FreezeControls(string winner)
{
gameIsOver=false;
}
I then subscribed to GameOverHandler.ClientOnGameOver in both start methods, and unsubscribed in the OnDestroy methods (you’ll probably need to add an OnDestroy to UnitCommandGiver.
Then the first line of Update() in both methods
if(gameIsOver) return;