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A common issue I have in building logic for characters (player/NPC/hostile) is that once you activate the scene with R3, keeping logic chips in view while the character is active is really difficult, making debugging much harder than it needs to be (especially player characters).
What I propose is a way to activate a debug mode, where the scene/element activates as it would with the 'view' mode, but all logic is pinned to the screen and remains visible. Maybe as a partitioned window?
I'm sure this would be a big ask, but it would make building logic 1000x easier