### Godot version

4.0 beta 10, mono edition

### System information

Windows 11

### Issue description

No matter what I do Project Camera Override can never detect a game instance.

![image](https://user-images.githubusercontent.com/13719743/209912444-541f642a-42d3-4860-a4e0-54a17dbbab0b.png)

Of relevance: I can see remote nodes. I can see the output in the console. I can see the output in my IDE of choice (Rider). I can toggle debug mode.

It's just the camera that is unable to detect the game instance.

### Steps to reproduce

This happens everywhere, including on a brand new projects where the only nodes are a 2d camera and the Godot svg icon for testing. This also seems to happen when not using Rider as a third party editor.

### Minimal reproduction project

N/A
grid_visibility = (GridVisibility)p_id;
			viewport->queue_redraw();
			view_menu->get_popup()->hide();
			return;
	}
	
	if (grid_snap_active) {
		switch (grid_visibility) {
			case GRID_VISIBILITY_SHOW:
			case GRID_VISIBILITY_SHOW_WHEN_SNAPPING:
				grid_visibility = GRID_VISIBILITY_HIDE;
				break;
			case GRID_VISIBILITY_HIDE:
				grid_visibility = GRID_VISIBILITY_SHOW_WHEN_SNAPPING;
				break;
		}
	} else {
		switch (grid_visibility) {
			case GRID_VISIBILITY_SHOW:
				grid_visibility = GRID_VISIBILITY_SHOW_WHEN_SNAPPING;
				break;
			case GRID_VISIBILITY_SHOW_WHEN_SNAPPING:
			case GRID_VISIBILITY_HIDE:
				grid_visibility = GRID_VISIBILITY_SHOW;
				break;
		}
	}
	viewport->queue_redraw();
}
bool CanvasItemEditor::_gui_input_rulers_and_guides(const Ref<InputEvent> &p_event) {