title: In Godot, when I GetNode, do I access runtime nodes or the nodes of the current scene?
body: <p>Today I discovered Godot actually sets up runtime nodes. You can see what I mean below:</p>
  
  <p><a href="https://i.stack.imgur.com/6ejD0.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/6ejD0.png" alt="godot debug remote nodes"></a></p>
  
  <p>When I run the game with debugging options, I can see these nodes under "Remote" tab in scene dock. So, that got me wondering... When I <code>GetNode</code>, do I actually access these runtime nodes?</p>
  
  <p>To give an example, consider these three seperate scenes:</p>
  
  <pre><code>Foo
  &gt; foo: Node2D
  
  Bar
  &gt; bar: Node2D
  
  Container
  &gt; container: Node2D
  &gt;&gt; foo: Node2D (injecting Foo)
  &gt;&gt; bar: Node2D (injecting Bar)
  </code></pre>
  
  <p>In this case, <code>Container</code> scene is parent and importing/injecting <code>foo</code> and <code>bar</code>. So, in <code>Foo.cs</code>, can I access the injector, which is <code>container</code> node, as below:</p>
  
  <pre class="lang-cs prettyprint-override"><code>// Foo.cs
  Node2D container = (Node2D)GetNode("/root/container");
  </code></pre>
  
  <p>Or will this fail?</p>
  
  <hr>
  
  <h1>Environment</h1>
  
  <ul>
  <li>Godot Mono 3.2</li>
  <li>Mono JIT Compiler 6.4.0</li>
  <li>Manjaro 19.0.2</li>
  </ul>