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Implement running scenes in the editor for intuitive live editing

### Describe the project you are working on N/A ### Describe the problem or limitation you are having in your project I'm just going quote reduz here because he said it best: >Several users who want to switch to Godot (or switched to Godot already) miss the functionality provided by engines such as Unity for "exploring" the running game. > >While Godot can show you all the running game contents in the remote scene tree and its sort of possible to override the remote camera, it still leaves a lot to be desired. > >Engines like Unity or Unreal let you run the game within the editor window. They achieve this by running inside the same editor process, which lets you explore the game while you run it. > >This approach has the clear advantage of allow you to explore the running game more intuitively, but it also has several disadvantages: > >Non-destructive editing of the running game is impossible or in a very limited fashion. >The game has to be saved, the cleared before playing. >The game has to be reloaded after playing. >The editor stability can be easily compromised if the running game crashes. >None of these are problems with Godot however. Godot runs the game in a separate process and lets you explore its contents >via IPC, but as the game window is not embedded, exploring the content becomes more unintuitive and annoying. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation This is an alternative to: #7213 and to flesh out #18

Posted by ryevdokimov on Feb 20, 2024, 8:28 PM

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Implement running scenes in the editor for intuitive live editing

ryevdokimovFeb 20, 2024, 8:28 PM

### Describe the project you are working on N/A ### Describe the problem or limitation you are having in your project I'm just going quote reduz here because he said it best: >Several users who want to switch to Godot (or switched to Godot already) miss the functionality provided by engines such as Unity for "exploring" the running game. > >While Godot can show you all the running game contents in the remote scene tree and its sort of possible to override the remote camera, it still leaves a lot to be desired. > >Engines like Unity or Unreal let you run the game within the editor window. They achieve this by running inside the same editor process, which lets you explore the game while you run it. > >This approach has the clear advantage of allow you to explore the running game more intuitively, but it also has several disadvantages: > >Non-destructive editing of the running game is impossible or in a very limited fashion. >The game has to be saved, the cleared before playing. >The game has to be reloaded after playing. >The editor stability can be easily compromised if the running game crashes. >None of these are problems with Godot however. Godot runs the game in a separate process and lets you explore its contents >via IPC, but as the game window is not embedded, exploring the content becomes more unintuitive and annoying. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation This is an alternative to: #7213 and to flesh out #18

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