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_ALWAYSContinues 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.