How to select a remote node in EditorDebuggerPlugin?

Godot Version

4.5 stable

Question

Hello everyone,

I can get a Node in the running scene and pass it to editor plugin through EditorDebuggerSession. How can I then programmatically select it in the Remote Scene Tree Panel so I can inspect its Remote Properties through the Inspector?

Godot’s Embed Game View implements this feature, but I don’t know how it does it. Can anyone tell me how to implement this feature?

Here’s how it does it internally:

It may break as SceneDebuggerObject isn’t exposed to scripting but it looks like doing this works:

func inspect(node:Node) -> void:
	var arr = []
	arr.append(node.get_instance_id())
	arr.append(node.get_class())
	arr.append([])
	EngineDebugger.send_message("remote_objects_selected", [arr])
2 Likes

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.