I'm looking at a way to have several objects that are falling/spinning/flying and are all "stored" away once they enter a specific space. The player no longer interacts with them for the rest of the scene. In the following scene the player may on-command recreate these objects with the exact same physical properties as before (velocity, rotation, drag, etc). They at least need to have the same rigidbody parameters, but ideally would actually be a new instance/clone of the exact same object with all the exact same components as well. The best way I can think of is to create prefabs (which will limit what objects can be stored) and then save every value associated with the Rigidbody component. If there are multiple objects I'm at a loss as to the best way to store and access all these values when the new objects are instantiated in the next scene. Anyone have advice on a way to approach this? I have been searching and come up a bit short.