Quick answer: Drive the fill from a held/released state tracked via press and release events rather than per-frame polling, and reset only on an actual release event.

Holding the confirm button to delete a save fills the bar, but a brief frame hitch resets it to zero mid-hold. Per-frame polling drops the input. Here is how to fix it.

How to fix it

1. Track press via events

Set is_holding true on the press event and false on the release event, rather than reading is_pressed() every frame where a hitch can read false.

2. Fill from elapsed hold time

Accumulate hold time only while is_holding, and trigger the action when it crosses the threshold, so a smooth interruption does not zero it.

3. Reset only on real release

Reset the fill in the release handler, not because a single frame failed to report the button as down, so dropped frames do not cancel the hold.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.