Hello @vhardy,
Welcome to the Maxon developers forum and its community, it is great to have you with us!
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About your First Question The VS Code bridge currently only works for the script editor, not for the expressions editor. So, you cannot debug scripting elements from there (when debugging means attaching a debugger). You can of course just let them run and print statements or see errors being raised. What you do there, can be technically done, and effectors are somewhat a more sensible case as they can be somewhat be simulated like this. But generally this is not very feasible, you cannot simulate objects or tags like that. For effectors the problem is also that when Cinema 4D calls main() it will keep that MoGraph data you write there (i.e., continuously poll main). When you just invoke a script manager script, your changes will be volatile and erased by the next scene update. When you want more debugging options, you can implement some scripting elements as full plugins, e.g., an object or tag, but that is not possible for the Python effector. The intended way share any form of settings, not only scripts, over document boundaries, are preset assets at the moment. You can just store a preset asset for a finished scripting element. You can then export them in asset database if you want to share them with someone else. As already mentioned, there is no full blown plugin counter part for effectors.tex.gif
Cheers,
Ferdinand