Sakaki Hey guys, I'm trying to develop a plugin, and I need to know how the editor runs the scene when we hit "Play the edited Scene". I'm trying to make the scene runs in the editor, without running, or at least cloning, the runtime scene.
vnen You can see the code here: https://github.com/godotengine/godot/blob/master/tools/editor/editor_run.cpp#L37 Basically it just open another Godot process with the command arguments needed to run the right scene with the right debug options. It also opens the port to listen for the debugging connection, since all debugging data is passed through a network protocol.
Sakaki @vnen said: You can see the code here: https://github.com/godotengine/godot/blob/master/tools/editor/editor_run.cpp#L37 Basically it just open another Godot process with the command arguments needed to run the right scene with the right debug options. It also opens the port to listen for the debugging connection, since all debugging data is passed through a network protocol. Is it possible to access everything in the Editor? Because if it does I just need to access Debugger>Remote Inspector>Live Scene Tree
vnen You can access any node in the editor given you know the right path. EditorRun is not a node, so it can't be accessed.