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2 changes: 1 addition & 1 deletion automated_updates_data.json
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@@ -1,5 +1,5 @@
{
"last_automated_updates_commit": "d424424ac335489343f02e6a120ac3f5b76140ac",
"last_automated_updates_commit": "88d63666a5fe4e01b010260d33b3eef258401461",
"last_improved_things": [
{
"date": "2026-02-16",
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4 changes: 4 additions & 0 deletions docs/gdevelop5/all-features/linked-objects/index.md
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Expand Up @@ -30,6 +30,10 @@ When used as a **condition**, it also returns false if nothing was picked — us

When an object is **deleted from the scene**, all its links are automatically cleaned up so that other objects no longer point to the removed instance.

!!! tip

Links between objects are preserved when using the [Save State](/gdevelop5/all-features/save-state) extension. Both linked objects must be included in the save — if one is marked "Do not save", the link between them won't be restored.

## Use cases

Linked objects are well suited for **permanent one-to-one or one-to-many relationships** that would be cumbersome to track with variables:
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2 changes: 1 addition & 1 deletion docs/gdevelop5/all-features/save-state/index.md
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Expand Up @@ -4,7 +4,7 @@ title: Save & Load (Save State)

# Save & Load (Save State)

The **Save State** extension allows you to **save and restore the full state of your game** at any time — including all objects, variables, sounds, effects, and more.
The **Save State** extension allows you to **save and restore the full state of your game** at any time — including all objects, variables, sounds, effects, linked object relationships, and more.

It is designed to be **easy to use by default**, while also providing **advanced configuration options** for developers who need finer control over what gets saved or loaded.

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