The Pause Handler: Working around Godot 4’s particle jitter bug
Godot Engine 4 has a bug (#50824) that causes particle jitter when the game is paused. It does look quite distracting.
The Bug in Action
This is a proof-of-concept wave shooter running in Godot Engine 4.0.2. Pausing the game was initially just a simple process_mode toggle. But as shown in the video clip above, there is a noticeable and quite distracting jitter for every particle effect that apparently stems from some interpolation issue.
To work around it, I wrote a small pause handler script that hides all the GPU particle effects:
class_nameGGPauseHandlerextends Node## The pause component allows you to toggle the game.#### While paused, it will hide particle effects to prevent visual jitter.## The issue is present in Godot 4 (tested until 4.0.2).#### @tutorial(Github Issue #50824: Particle jitter on low speed scale or when the SceneTree is paused due to interpolation): https://github.com/godotengine/godot/issues/50824signalpause_toggled(paused:bool)## The nodes' meta data field used to keep stateconstMETA_FIELD="gg_pause"## This game node will have its [member Node.process_mode] adjusted to pause the game@exportvar game:Node## The action name (in the [InputMap]) for pausing the game.@exportvar pause_action_name:String="pause"## Hides/unhides particles when toggling to prevent jitter@exportvar hide_particles:bool=truefunc_ready():assert(game isNode, "Must specify the node that will be paused")assert(InputMap.has_action(pause_action_name), "Please ensure the action '%s' is configured (Project Settings..., Input Map)"% pause_action_name)## Pragmatic way to listen to [InputEvent]s and check whether the pause key/button was pressedfunc_input(event:InputEvent):if event isInputEventKeyand event.is_action_pressed(pause_action_name):toggle_pause()## Toggle pausefunctoggle_pause():if game.process_mode==PROCESS_MODE_INHERIT:if hide_particles:_hide_particles() pause_toggled.emit(true) game.process_mode=PROCESS_MODE_DISABLEDelse:if hide_particles:_show_particles() pause_toggled.emit(false) game.process_mode=Node.PROCESS_MODE_INHERIT## Find and hide all GPUParticle2D effectsfunc_hide_particles():for node inget_tree().root.find_children("*","GPUParticles2D",true,false): node.set_meta(META_FIELD, node.visible) node.visible=false## Restore visibility of all previously hidden GPUParticle2D effectsfunc_show_particles():for node inget_tree().root.find_children("*","GPUParticles2D",true,false):if node.has_meta(META_FIELD): node.visible= node.get_meta(META_FIELD) node.remove_meta(META_FIELD)
Now when the game is paused, the jitter is hidden away from the player, making the experience much more pleasant. Once the bug is fixed, it’s easy to disable or remove the hiding logic. The result looks pretty good.
The
pause_toggled
signal allows other nodes to react to pausing as well, which I’m using to show/hide the UI accordingly.
The Workaround Applied
I’m only writing the code here. The assets used are:
It’s not Far Cry, nor Crysis, but it could be. The Realistic Jungle Demo demonstrates that Godot is capable of impressive visuals. If you want to run it yourself, download it from https://wrobot.itch.io/jungledemo. It was announced in this Reddit post. Update: The source code was released (with the commercial assets removed).
Are you using @onready to reference nodes? There’s a better way! Here’s a simple example of how many tutorials use @onready to reference nodes: That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error: This is because there’s actually a spelling …
I use an app called barrier. It allows you to share your mouse and keyboard with multiple devices. I use it, because I tend to have my laptop and Macbook sitting next to my PC, and it makes working across all devices very convenient. It’s a mix of a multi-monitor and multi-computer setup. Concept Your …
Need optimized export templates with PCK encryption support but don’t want to have to set up a build pipeline or download the entire compilation toolchain on your computer? Well, now it is. Fill out the form, checkout, and we’ll email you the download link after the compilation completes. Compilation may take 30 minutes to 3 …
The Pause Handler: Working around Godot 4’s particle jitter bug
Godot Engine 4 has a bug (#50824) that causes particle jitter when the game is paused. It does look quite distracting.
The Bug in Action
This is a proof-of-concept wave shooter running in Godot Engine 4.0.2. Pausing the game was initially just a simple process_mode toggle. But as shown in the video clip above, there is a noticeable and quite distracting jitter for every particle effect that apparently stems from some interpolation issue.
To work around it, I wrote a small pause handler script that hides all the GPU particle effects:
Now when the game is paused, the jitter is hidden away from the player, making the experience much more pleasant. Once the bug is fixed, it’s easy to disable or remove the hiding logic. The result looks pretty good.
The
pause_toggledsignal allows other nodes to react to pausing as well, which I’m using to show/hide the UI accordingly.The Workaround Applied
I’m only writing the code here. The assets used are:
The ship controls and wave transitions are loosely inspired by Galactix, a game released in 1993 (and set in the far-away future of 2019).
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The Godot Jungle Demo
It’s not Far Cry, nor Crysis, but it could be. The Realistic Jungle Demo demonstrates that Godot is capable of impressive visuals. If you want to run it yourself, download it from https://wrobot.itch.io/jungledemo. It was announced in this Reddit post. Update: The source code was released (with the commercial assets removed).
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Are you using @onready to reference nodes? There’s a better way! Here’s a simple example of how many tutorials use @onready to reference nodes: That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error: This is because there’s actually a spelling …
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