The Inspector always shows whatever is selected right now. That is usually what you want — until you need to look at one scene while editing a node that lives in another. Then you are stuck bouncing between tabs, changing a value in one and checking the result in the other.
Inspector Pin adds the option that is missing: pin the panel to a node, and it stays there.
That one change retires a whole workaround. You no longer switch on Editable Children just to reach a light buried inside an instanced scene. You tune that node's parameters under the level's real lighting, next to everything else that is actually in frame, and the result updates as you drag — no tab switching, no guessing how it will look once assembled.
And because you are editing the node in its own scene rather than the copy sitting in the level, the value is written where it belongs. It reaches every instance of that scene, instead of being buried in this one level as an override.
Changelog for version 1.0.0
No changelog provided for this version.