### 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
break;
					}
				}
			}
			
			if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && b->is_pressed()) {
				
				if (b->get_position().x < RULER_WIDTH && b->get_position().y < RULER_WIDTH) {
					
					drag_type = DRAG_DOUBLE_GUIDE;
					dragged_guide_index = -1;
					return true;
				} else if (b->get_position().x < RULER_WIDTH) {
					
					dragged_guide_index = -1;
					for (int i = 0; i < hguides.size(); i++) {
						if (ABS(xform.xform(Point2(0, hguides[i])).y - b->get_position().y) < MIN(minimum, 8)) {
							dragged_guide_index = i;
						}
					}
					if (dragged_guide_index >= 0) {
						
						drag_type = DRAG_H_GUIDE;
					} else {
						
						drag_type = DRAG_V_GUIDE;
					}
					return true;
				} else if (b->get_position().y < RULER_WIDTH) {