I'm writing a plugin that do some suff on editing scene tree.
I found that when I get nodes from scene tree node, I always get built-in node, but not my C# defined object, even if a script is attached to node.
How to enforce godot to use the actual instance that C# script defined, instead of built-in node instances?
It seems [Tool] works fine but what if I cannot modify the source code of C# defined node, but only access them from my plugin?