Quick answer: Godot 4 RigidBody3D paused by tree pause despite needing to keep simulating for cinematics? Set process_mode = PROCESS_MODE_ALWAYS for cinematic-paused gameplay.

Boss fight cinematic pauses the player. Falling debris should keep moving; everything freezes.

Set process_mode Always

debris.process_mode = Node.PROCESS_MODE_ALWAYS

Continues to tick during pause. Gameplay halts; ambient physics continues.

Or use a separate physics layer

Some bodies opt out of pause via grouping. Layer-based pause control; granular.

Verify with pause toggle

Pause the tree; debris should still move. Pause should still affect non-marked bodies.

“Tree pause is global. Opt-out is per-node.”

Pause architecture in Godot is configurable. Spend an hour configuring per project; the bug class disappears.

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