I have been working on a hidden object game for a while and I'm now at the point where I wanted to implement game pausing.
Reading the Godot 3.1 docs, I thought it would be fairly simple to do, but I hit a snag ...

When I click the pause btn (yellow), and I then click a creature (red), nothing happens. Which is what I expected.
But if I then unpause the game, it seems that the click on the creature actually registered (and processing is only postponed, not ignored). The creature disappears from the scene if it was one of the creatures that had to be found.
I assume this is a Godot bug ... but does anyone have any suggestions on how I can work around this issue for now ?
Some info :
* GameRoot : has child Scene (creatures)
* Scene : has child Bar (buttons)
The pause btn is a TextureButton with the pause-mode set to 'process' in the editor.
Its code :
func _on_pause_btn_up():
is_paused = !is_paused
get_tree().set_deferred("paused", is_paused)
The creatures are created as an Area2D with 2 children : a Sprite and a CollisionPolygon2D.
They register clicks like this :
func on_LMB(viewport, event, shape_idx, creature_p:Area2D):
if(event.is_action_released("LMB")):
emit_signal("clicked", creature_p)