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Answer by Seth-Bergman

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well, you don't need to be using PlayerPrefs, that's more for saving game data between sessions. If you create a static var, that won't be lost when you change scenes. var player : Transform; static var currentCharacter : Transform; var respawn = GameObject.FindWithTag ("Respawn"); player = Instantiate (currentCharacter, respawn.transform.position, respawn.transform.rotation); yes, each time you run this, it would instantiate another copy.. so if you are going to instantiate a different character, you would want to destroy the previous.. by using "player =" above, I am setting my var "player" to the object instantiated, so I can access its scripts now by var myScript = player.gameObject.GetComponent(MyScript); myScript.DoSomething(); myScript.someFloatVar = 0.5; EDIT: forgot, as for the position/rotation, no you don't need a "dummy" character to start.. above, we are adopting the spawnPoint's transform, with ...respawn.transform.position, respawn.transform.rotation);

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