Quick answer: Set each node's process mode appropriately — Pausable for gameplay, Always for the pause menu — so the right nodes pause and the right ones keep running.
Nodes not pausing is their process mode. Setting it correctly fixes it. Here is how.
How to fix it
1. Set the process mode
Each node's process mode controls its behavior when the tree is paused. Gameplay nodes should be Pausable (or Inherit) so they stop when paused; a node set to Always keeps running during pause.
2. Use Always for the pause UI
The pause menu and anything that must run while paused should be set to Always (or When Paused), so it processes during the pause. Setting the pause UI to Pausable would freeze it along with the game.
3. Pause via the tree
Pause the game by setting the SceneTree paused, which respects each node's process mode. This pauses Pausable nodes while leaving Always nodes running, giving the correct behavior across the tree.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.