Tags
Tags are part of an object's identity. Your Experience logic can detect and respond to each object's unique set of tags to create custom interactions.
What are Tags?

Tags are identifiers attached to objects and player avatars so they can be detected, responded to, and communicated with as part of the logic relationships you create.
Defaults
You can build simple interactive gameplay fast with default properties that are added when you apply behaviours and components, including tags.

Customisation
You can also create a broad variety of custom gameplay mechanics by modifying object tags and the flexible parameters that behaviours and components include.
Identity
Tags can be unique to an object or group of objects, regardless of what assets are used to create them or what behaviour or components are applied.
Same Asset, Different Identities
Place multiple objects using the same asset and give some of them a unique tag if you want them to be identified differently by your game logic.
Example:
Use tags to identify some objects in a group, such as platforms, to be destroyed. Destroying them during a parkour race makes it more exciting. However, this can also be part of the design for a parkour race with varying difficulty levels that the player chooses from at the start.
Different Asset, Same Identity
Place multiple objects using different assets and give them the same tag if you want them to be identified as an object type or as part of a group.
Example:
A quest asks players to collect multiple different items as ingredients for a potion, to repair a machine, etc. Each object must be recognized as part of the same group tag to be counted.
Props versus Interactive Objects
Every object in your Experience is a collection of voxels used as a prop until you establish a framework for it to be interactive with an identity.
Tags must be set properly so it's easy to detect objects when defining if it is collected or not collected, defeated or not defeated, friend or enemy, etc.
Examples:
The tag on a key you pick up can be detected when you approach a door, making it open.
A tree can be a melee enemy that chases you when your avatar tag is detected.

Managing Tags
CASE SENSITIVE Tags are case sensitive. For example, the tag Predator with a capital 'P' and 'predator' with a lower case 'p' are considered separate tags.
Select an object and scroll to the Tags section at the bottom of the Properties Panel.
Remove a Tag
Click the 'X' located on a tag to remove it.
Add a New Tag
Click in the Add Tag box, type the desired tag, and press ENTER to add it.

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