### 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
}
	if (state.has("primary_grid_steps")) {
		primary_grid_steps = state["primary_grid_steps"];
	}
	if (state.has("snap_rotation_step")) {
		snap_rotation_step = state["snap_rotation_step"];
	}
	if (state.has("snap_rotation_offset")) {
		snap_rotation_offset = state["snap_rotation_offset"];
	}
	if (state.has("snap_scale_step")) {
		snap_scale_step = state["snap_scale_step"];
	}
	if (state.has("smart_snap_active")) {
		smart_snap_active = state["smart_snap_active"];
		smart_snap_button->set_pressed(smart_snap_active);
	}
	if (state.has("grid_snap_active")) {
		grid_snap_active = state["grid_snap_active"];
		grid_snap_button->set_pressed(grid_snap_active);
	}
	if (state.has("snap_node_parent")) {
		snap_node_parent = state["snap_node_parent"];
		int idx = smartsnap_config_popup->get_item_index(SNAP_USE_NODE_PARENT);
		smartsnap_config_popup->set_item_checked(idx, snap_node_parent);
	}
	if (state.has("snap_node_anchors")) {
		snap_node_anchors = state["snap_node_anchors"];
		int idx = smartsnap_config_popup->get_item_index(SNAP_USE_NODE_ANCHORS);
		smartsnap_config_popup->set_item_checked(idx, snap_node_anchors);