Quick answer: Make the dialog a true modal: place a full-screen input-catching control behind it, mark input handled, and set the dialog to grab focus when shown.

While a Yes/No confirmation is open, the player can still move and click buttons behind it because the dialog does not block input. Here is how to fix it.

How to fix it

1. Add a full-screen blocker

Place an opaque-to-input full-rect Control (mouse filter Stop) behind the dialog so clicks cannot reach gameplay or the HUD underneath.

2. Consume key input

Handle the dialog's input and call accept_event() so keypresses do not also drive the game; route only Confirm/Cancel to the dialog.

3. Grab focus and pause if needed

Call grab_focus() on the default button and pause gameplay (set the tree paused with the dialog process-mode Always) so nothing reacts behind it.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.