KeepBetweenScenes
Carries its entity (and everything inside it) into the next scenes the game goes to, still running: the player with their health and inventory from level to level, a music player that doesn’t restart, a score kept on screen. It becomes a top-level entity there, and with Replaces takes the place of an entity of the same name there (standing where that one stood), so there’s never two.
Going back to a scene it came from doesn’t make two either: the very same entity in it is replaced too. Arriving through a door (a door’s Arrive At) it stands where it arrives. Game.KeepBetweenScenes(entity) gives an entity one.
Properties
Section titled “Properties”Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.
replaces: true or false = true. Takes the place of an entity with the same name in the next scene (where it stood), e.g. a level’s own “Player” or “Music”. Untick it to arrive as well as whatever’s there. (Field: on or off.)
Scripts use it as KeepBetweenScenes: its methods, events and values that aren’t saved with the scene.