For the complete documentation index, see llms.txt. This page is also available as Markdown.

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.

Each object is unique, regardless of its tags. Message Broadcaster, for example, can send a message to a Selected Actor from a list of every object that has been placed in the Experience (edit object names to find them fast in the list).

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.

It's up to you to define what an object can do and how players can interact with it to make it more than a prop

Managing 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.

Last updated

Was this helpful?