Hey @CyKrome! Soooo there’s an inherent problem with your example, you see. In GTA V when you switch characters, you know how you zoom out really far and then go to the switched character’s location? They have something like a large set of “What could they be doing while offscreen” variables, and then when you switch they load that in. The character, their environment, everything is loaded on the fly when that button is pressed, as far as I know. Because keeping the environment loaded for three separate locations in such a busy game… Graphics and processor-wise, that’s literally like running the game three times on the same system simultaneously but only getting to play one.
Unless you really have a very important game mechanic to use… I suggest saving necessary data before the switch, let the character and environment get unloaded as you switch. Then when you switch back to them load their data you had saved.