ARKit Unity deleting prefabs from scene - c#

I have problem with ARKit in Unity. I want to place some GameObjects to plain. Now I can add endless gameobjects. But I have problem with deleting this and I do not know where write script for that. Also I need to use some parts of my Prefab like a 3d buttons and start some code(script). Can you help me please?

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Im trying to make a simple cloud jumping game with Unity 2D and have faced a problem.
How would i make the player go "through"/"in front of" the cloud when coming under but colliding when coming down again. Or do i need to trigger the jump action somehow when "touching" the cloud without collision?
Thank you in advance. I hope my text was understandable.
I have tried many ways, i don't even know what anymore. Like with ontrigger but idk did i do it right, it didn't work, something with adding a new layer, and polygon collider but how do i even edit it clearly?
I need help :')

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I'm making a 2D platformer and we did all the movement tweaking in a sample scene, so we figured we could make a prefab of the player and just drag it into each other scene when we're designing the levels. But for some reason, the prefab jumps significantly higher than the original and I can't figure out why. As far as I can tell, prefabs should always be an exact duplicate right?
I know public references are easily messed up when using them in a prefab. Have you tried looking through them if you have any? Also anything you set in a serialized field but not in the script itself might have changed as well.

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I am currently writing a 2D game in unity and whenever I build the actual game, the sprites all disappear, the player is the only thing that remains.
However, the sprites are still there, just invisible. It's not an issue of order of layer and am having trouble fixing it.
I am using SpriteShapeController.
SpriteShapeController auto shows as it having a sprite so it made me think I had a sprite already
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I would like to add multiplayer to my game. I use UMA (https://www.assetstore.unity3d.com/en/#!/content/13930) to generate a character in a character creation scene. I then use:
DontDestroyOnLoad(characterController);
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I have made multiplayer games before, but in all of them I use
Network.Instantiate(playerPrefab);
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Any help, ideas, advice or suggestions would help me out a lot!
You can instantiate only the GameObject that has the scripts to control the player and search for the models generated by UMA which are already in the scene.
By the way, if you're using Unity 5.1 or newer Network.Instantiate is not used anymore. http://docs.unity3d.com/Manual/net-NetworkInstantiate.html

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