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The best approach varies a lot depending on exactly what you are doing. You could make the shared object a prefab like most other answers are suggesting; that approach could work well for many kinds of objects. (fyi those explanations are forgetting to mention a crucial bit you need; every scene needs to instantiate the prefab) However you could also call ...


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The most efficient way to do this is through prefabs. In each scene you can just drop the prefab in and be off and running. The great thing is that when you need to make a change to an object, you can just jump into your prefabs and make the change to the prefab. This prevents you from having to go to every scene individually to make the change. It's a huge ...


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Prefabs are the way forward. In my opinion, every single entity should be a Prefab, even if you're going to only instantiate it once into the scene hierarchy (like a management singleton class etc). This'll save you many headaches down the line. A change to the Prefab will propagate to every instance in the entire project. Additionally, take a look at the ...


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Well, there are several options here: You could do the most safe and copyright free way possible, and make it yourself, but this would take quite a long time if you wanted a fairly decent one, and by the sounds of things you don't seem to want to do this. Try searching the web for 'copyright free cavern backgrounds', or find a site that gives them out, and ...



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