query: Unity - keeping the player's position from a previous scene
positive_passages.docid: 44753
positive_passages.text: What is the proper way to handle data between scenes?
negative_passages.docid: 60464
negative_passages.text: Make gameObject “stick” to another gameObject after it has collided with it?
negative_passages.docid: 253
negative_passages.text: Saving player's progress in a Unity game
negative_passages.docid: 48905
negative_passages.text: How do I keep my character centred on screen?
negative_passages.docid: 86951
negative_passages.text: Saving intermediate stages during rendering
negative_passages.docid: 113358
negative_passages.text: JPanel & components change position automatically
negative_passages.docid: 95955
negative_passages.text: Mouse location is off due to camera
negative_passages.docid: 118533
negative_passages.text: How to "stick" an object to another such that it follows during animation
negative_passages.docid: 56004
negative_passages.text: Game states & passing data between scenes
negative_passages.docid: 99166
negative_passages.text: Viewport pivot point changed from scene objects to around viewport camera origin
negative_passages.docid: 30726
negative_passages.text: Changing ChildOf constraint influence to 0, but keeping the position it had as a child
negative_passages.docid: 16529
negative_passages.text: How to place any object on the 'floor' of a scene?
negative_passages.docid: 44295
negative_passages.text: How to set multiple camera views in one scene?
negative_passages.docid: 153956
negative_passages.text: How can I move a PoseBone to a specific world space position?
negative_passages.docid: 147630
negative_passages.text: I can't keep my armature in pose mode when selecting another object
negative_passages.docid: 138772
negative_passages.text: moving object on game background after scaling it based on screen size
negative_passages.docid: 41038
negative_passages.text: How do I handle collision detection so fast objects are not allowed to pass through walls?