Go, Go, Godot!
  • 0
Wave Shooter title screen

The Pause Handler: Working around Godot 4’s particle jitter bug

May 11, 2023

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_name GGPauseHandler
extends 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/50824


signal pause_toggled(paused: bool)

## The nodes' meta data field used to keep state
const META_FIELD = "gg_pause"

## This game node will have its [member Node.process_mode] adjusted to pause the game
@export var game: Node

## The action name (in the [InputMap]) for pausing the game.
@export var pause_action_name: String = "pause"

## Hides/unhides particles when toggling to prevent jitter
@export var hide_particles: bool = true


func _ready():
	assert(game is Node, "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 pressed
func _input(event: InputEvent):
	if event is InputEventKey and event.is_action_pressed(pause_action_name):
		toggle_pause()


## Toggle pause
func toggle_pause():
	if game.process_mode == PROCESS_MODE_INHERIT:
		if hide_particles:
			_hide_particles()
		pause_toggled.emit(true)
		game.process_mode = PROCESS_MODE_DISABLED
	else:
		if hide_particles:
			_show_particles()
		pause_toggled.emit(false)
		game.process_mode = Node.PROCESS_MODE_INHERIT


## Find and hide all GPUParticle2D effects
func _hide_particles():
	for node in get_tree().root.find_children("*", "GPUParticles2D", true, false):
		node.set_meta(META_FIELD, node.visible)
		node.visible = false


## Restore visibility of all previously hidden GPUParticle2D effects
func _show_particles():
	for node in get_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:

  • Kenney’s Space Shooter Redux, Space Shooter Extension, and Sci-fi Sounds.
  • Music is Alexi Action – 80s Synth Wave via Pixabay.
  • Background shader: Starfield.

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).

Galactix – 90s wave shooter

developer experiencegodotprogramming
Posted in DX, Godot.
Share
PreviousPixabay’s New Design is a step down for UX
NextIntroducing GodotBuilder: Custom Export Templates built on demand

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • October 9, 2023

    Design Patterns for Building Friendships

    In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games. If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more …

  • March 12, 2025

    Inventory System 2 Alpha 3 available

    This release improves weight management. Inventories can now configure an option weight limit, and item stacking and item transfer strategies are weight-aware. The crafting demo and crafting mechanic in the inventory tour have been improved. Auto-crafting is limited to the crafting slide, so that items don’t automatically and unexpectedly get crafted while stepping through the …

  • March 20, 2025

    Inventory System 2 Alpha 4 available

    This release finally uses Godot Engine 4.4. It adds the GGCraftingSystem singleton and updates the GGInteractable2DStrategyCrafting class to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries. Some syntactic sugar was added as well. You can now easily …

  • February 10, 2024

    Inventory System v1.6 available

    Per feedback, we’ve exposed more inventory user interface component signals to make it easier to react to slot/item interactions with custom logic. New features: In addition, these bug fixes are included:

    © 2025 GoGoGodot.io. All rights reserved.