GodotSharpRemoteTree 0.1.0

There is a newer version of this package available.
See the version list below for details.
dotnet add package GodotSharpRemoteTree --version 0.1.0
                    
NuGet\Install-Package GodotSharpRemoteTree -Version 0.1.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="GodotSharpRemoteTree" Version="0.1.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="GodotSharpRemoteTree" Version="0.1.0" />
                    
Directory.Packages.props
<PackageReference Include="GodotSharpRemoteTree" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add GodotSharpRemoteTree --version 0.1.0
                    
#r "nuget: GodotSharpRemoteTree, 0.1.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package GodotSharpRemoteTree@0.1.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=GodotSharpRemoteTree&version=0.1.0
                    
Install as a Cake Addin
#tool nuget:?package=GodotSharpRemoteTree&version=0.1.0
                    
Install as a Cake Tool

Godot.Sharp.RemoteTree

A library to create a UI Control that can be ran from within a Godot Application, to inspect the SceneTree at runtime in C#/Dotnet release of Godot. This is a tool that will let you inspect the SceneTree of a Godot Application, at runtime. It is similar to tools such as AvaloniaUI DevTools, allowing you to inspect the SceneTree at runtime, inspecting various nodes that exist in the tree.

Godot already has a Remote SceneTree inspector, which is fine, if you run your Project from Godot itself. However, this will let you run your project directly from a C# IDE such as Rider, VSCode, and still give you access to the SceneTree for your application/game. It is not a 1:1 replication of the Inspector panel in the Godot Editor, more controls need to be added in order to have as close to 1:1 replication.

Installation

To install this library, simply use dotnet command line tool, to add a package reference for this library.

dotnet add package GodotSharpRemoteTree

Alternatively, you can add to your CSProj file, the following:

<ItemGroup Condition="'$(Configuration)' == 'Debug'">
  <PackageReference Include="GodotSharpRemoteTree"/>
</ItemGroup>

This will add the package reference for inclusion only when building your project in Debug configuration, and will not include it in your release builds.

Usage

In order to use the Library, you will need to register the RemoteTree in your source code, so that it can initalize and setup the RemoteSceneTree. This can be enabled, by doing the following in your Main Scene script, in the _Ready() function or the _EnterTree() function.

using Godot;
using Godot.Sharp.RemoteTree;

public partial class MyNode : Node
{
	public override _Ready()
	{
		RemoteSceneTree.Enable();
		// Initialize all your other stuff for your node.
	}
	
	public override _ExitTree()
	{
		RemoteSceneTree.Disable();
	}
}

As seen above, cleanup is handled by using RemoteSceneTree.Disable(). When running RemoteSceneTree.Enable(), it will listen for the 'F11' key to show the RemoteSceneTree window. In the future, this will be configurable. The RemoteSceneTree is editable of the current properties to a certain extent. Properties that are currently implemented, will let you adjust values of the current running process, but only for Properties that are currently implemented in the RemoteSceneTree, and will only effect the current run of the application. It does not save the values to your project.

Note:

The same limitation that you normally have with C# and Godot with Variable types work the exact same here. Currently, it cannot display C# types, that do not inherit from GodotObject class. Also, currently there is no support for Resource inspection, and will just be displayed as a string of classname:-instance_id.

Resource Inspection will be added in the future.

Product Compatible and additional computed target framework versions.
.NET net9.0 is compatible.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

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Version Downloads Last Updated
0.2.0 93 6/13/2026
0.1.0 98 6/11/2026

Initial Release