Thanks Bubsavvy! There are a few touch points that you can use to do this. Let me explain how the plug-in works a bit more and then we can decide how to go about introducing this feature: AmsMultiSceneSetup is the instance that lives in your scene per-scene. It keeps track of loading the scenes that are configured to load. AmsCrossSceneReferences is the instance that lives in your scene per-scene. It should be on the same GameObject as the AmsMultiSceneSetup and is responsible for storing the 'runtime' version of the cross-scene references. Option #1: Just Restoring Cross-Scene References. Whenever you load a scene in the Editor, the cross-scene references should automatically be restored. If they aren't, let me know as that's a bug. You can force a restore of all of the cross-scene references by grabbing the AmsCrossSceneReferences (use AmsCrossSceneReferences.GetSceneSingleton) and then call ResolvePendingCrossSceneReferences on that Behaviour. Option #2: Grabbing the (Already Saved) Runtime Serialization Info If you're just looking at the Cross Scene References that are saved, you can grab the AmsCrossSceneReferences as above, and we can expose _crossSceneReferences which is a list of RuntimeCrossSceneReferences. Option #3: Computing the Cross-Scene References at Edit-Time You can call AmsCrossSceneReferenceProcessor.GetCrossSceneReferencesForScenes to get the Editor cross-scene references for a scene. These are a bit easier to work with than RuntimeCrossSceneReferences as they're guaranteed to be resolved. You can force a save using AmsCrossSceneReferenceProcessor.SaveCrossSceneReferences. Option #4: Storing Custom Data & Restoring Custom Data There is a method where you can store your own data and do a custom restore of a cross-scene reference. You can take a look at AmsCrossSceneReferenceProcessor.AddCustomCrossSceneDataProcessor and in particular, AmsPlayableDirectorCrossSceneData which determines what data should be stored when saving. Then there's AmsPlayableDirectorResolver and AmsCinemachineResolver which determine how to restore the data at runtime. Option #5: Hijacking the Save Method In AmsSaveProcessor is where the actual saving gets done. You can either put some code in here, or we can expose an event in here. Option #6: Hooking Into the Restore Operation Hook into AmsMultiSceneSetup.OnAwake to be notified that a scene is loaded. I believe this fires before any of the built-in Unity notifications and the trick is to get your class registered to this first thing -- try RuntimeInitializeOnLoad to do that. You can inject cross-scene references into AmsCrossSceneReferences by using AddReference. Note that you should add these before AmsCrossSceneReferences gets its Awake called (use the logging to verify this is the case). Let me know if that helps and if you need another approach.