Godot Version
4.2.1
Question
I'm pretty sure this is not possible but anyway... I know I can instantiate scenes as subnodes of another node in runtime, but I want to know if it is possible to dynamically have such nodes visible in the editor so I can build my scene faster. Example: I have a NumberScene that represents a number from 0 to 9 and I can set the value by calling a method. Also, not that it matters but each digit looks like a 7 segment display. I plan on having different displays on my MainScene with different amount of digits each. Let's say a 3 digit display for points and a 6 digit display for distance. Of course I could just add 9 nodes into my scene, each one being a NumberScene, and then reference each one and call the proper method on each one. But I wanted to make these multiple digit displays more generic and create an intermediate scene called MultiNumberScene. This scene would have an export int variable that would allow me to set the number of digits I want the display to have, and then the appropriate amount of NumberScenes would load on runtime. But the problem is that since this happens in runtime, I do not get to see how much space would each display take when I'm designing my scene in the editor. So is there a way to both load scenes dynamically and somehow preview them on the editor?