Ah yes, it might make Sense to explain that Problem: The Character.Position is centered on the manually set Point where the Character's Feet touch the Ground, but if a Sprite is being loaded into a Shader as a Texture, the Center-Point will be the upper left Corner of the Sprite, so the Character-Sprite loaded into the Shader would have its upper left Corner centered on the Point where the actual Character's Feet touch the Ground (and the loaded Sprite would be displayed to the bottom right of the actual Character). So, the Sprite loaded into the Shader should have its upper left Corner placed where the actual Character's Sprite has its upper left Corner placed on Screen.The Problem is similar to scaling or rotating an Object via Lua, in which Case the Sprite's "RotationCenter" can and should be set as well, but since "graphics.shaderUniform" wants me to load in a Sprite via Filepath, I seemingly cannot just make it load a specificly defined Sprite that has been definied to have its RotationCenter at a specific Point (if that would even help me here).So, I am afraid the Character.Position is not what I am looking for in this particular Case, though I am currently using that (and Character.Size) to place and scale the Sprite in the Shader, but that needs anadditional Correction, and depending on my Character's current Animation, that Approximation (which necessarily includes Values which make no Sense to me) can sometimes fit perfectly and sometimes have a slight but noticeable Offset, possibly (but I can only speculate) because the Character's current Sprite might be cut down to only its visible Pixels (which would be the Difference between "graphics.getAnimationSize" and "graphics.getAnimationInnerSize", which I might be able to use for Scaling (not sure, I tried, it did not work, but maybe I just coded it wrongly), but that still would not help me with the Sprite's Positioning, I think).