AGM updated to version 2.0.1 today and I ran some tests. I found the following issues.
In Scene 1, I set up many saveable objects, most of which are important items that disappear permanently once picked up.
When I tested saving and loading within the same scene, these objects that are supposed to disappear indeed did not respawn.
However, if the player moves from Scene 1 to Scene 2, saves and loads, and then returns to Scene 1, all these objects that should theoretically have disappeared permanently reset to their initial state.
Does this mean that the current save data only covers the save states of objects within a single scene? I wonder if this is a bug?
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Additionally, I noticed that AGM allows you to set an initial spawn point during scene transitions, which seems like a great feature.
I tried learning how to use it by creating a StartPoint node in the scene.
Inside, there is a target player, and I had already configured the player object in the project settings.
After switching scenes, the character successfully appeared at the StartPoint node, but it was a clone.
There was still a default player in the scene tree, resulting in two players being controlled simultaneously ![]()
Could you please advise if this excellent scene transition spawn point feature could also ensure that the player instance is unique?
For example, similar to using a portal to move from Scene 1 to Scene 2, could it automatically clean up the default player object in the scene tree?
I would appreciate your guidance! Thank you.


