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[Free] More Tags - Add Multi Tags to GameObject

Discussion in 'Assets and Asset Store' started by lokinwai, May 4, 2017.

  1. lokinwai

    lokinwai

    Joined:
    Feb 11, 2015
    Posts:
    174
    Description
    More Tags allow you to add more than one tag in GameObject.

    Asset Store
    Document

    Features
    • Add any number of tags to GameObject.
    • Tag Manager to add/remove/rename tags.
    • Support Tag Group and Sub Group.
    • Allow to add new tags dynamically in runtime.
    • Find all GameObject with tags.
    • Use pattern to find GameObject.
    • Find tags in GameObject use pattern.
    • Auto generate class file with all tags. You can use autocomplete in Visual Studio / MonoDevelop.
    large_image1.png
     
    2dgame and AGregori like this.
  2. Duffer123

    Duffer123

    Joined:
    May 24, 2015
    Posts:
    1,215
    Any chance of Playmaker actions support?
     
  3. lokinwai

    lokinwai

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    Feb 11, 2015
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    I will take a look into Playmaker.
     
  4. Duffer123

    Duffer123

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    May 24, 2015
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    Excellent. Thx
     
  5. lokinwai

    lokinwai

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    Feb 11, 2015
    Posts:
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    Attached the Playmake Action for More Tags.
    Will publish to asset store later.
     

    Attached Files:

    AGregori likes this.
  6. Duffer123

    Duffer123

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    May 24, 2015
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    Great thx
     
  7. dearamy

    dearamy

    Joined:
    Mar 17, 2015
    Posts:
    68
    Thank you for this amazing tag management solution.
    It would be better if it can support the undo/redo and add an API document.
    Really looking forward to the next update!
     
  8. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    507
    sorry for my noobish but can someone please try to explain me how t ouse this tool??

    i simply attached the script to my wood create that should be a pickupable (tag food) object and hit wood particles(tag wood) when shooted by a weapon.. setted untagged and layer default but nothing happen...
    how can i call the script???
     
  9. lokinwai

    lokinwai

    Joined:
    Feb 11, 2015
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    You can use GameObject.HasTag("food") to check the game object is tagged as food or not
     
  10. Duffer123

    Duffer123

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    @lokinwai ,

    Can Playmaker actions cover patterns (perhaps as a string?) too creating Playmaker Array of found GameObjects? Any chance of more Playmaker actions and support.
     
  11. lokinwai

    lokinwai

    Joined:
    Feb 11, 2015
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    174
    The Playmaker action "Get Game objects" is using string pattern to found GameObjects to a array.
     
  12. Duffer123

    Duffer123

    Joined:
    May 24, 2015
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    1,215
    Great thx
     
  13. OneCept-Games

    OneCept-Games

    Joined:
    Oct 21, 2016
    Posts:
    5
    Great tool. Will it work with Prefabs?
    I Instantiate some of my GameObjects during runtime and therefore would need to have the Prefab prepared with specific Tags, but it seems they are removed after each time i have pressed Play!
     
  14. lokinwai

    lokinwai

    Joined:
    Feb 11, 2015
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    174
    The Tags is stored in scene, so Prefabs is not possible to store Tags.
    I think I can write a script add to Prefabs that auto add Tags when Instantiate.
     
    OneCept-Games likes this.
  15. lokinwai

    lokinwai

    Joined:
    Feb 11, 2015
    Posts:
    174
    New version added PrefabTags
    Tags is stored in scene, so prefab can not store tags. Add PrefabTags to prefab and add tags to it, when instantiate the prefab, tags will auto add to scene tags.

    Submitted to asset store, and also attached the new version file.
     

    Attached Files:

    OneCept-Games likes this.
  16. OneCept-Games

    OneCept-Games

    Joined:
    Oct 21, 2016
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    That was fast, really appreciate your commitment to this asset.
     
  17. blackant

    blackant

    Joined:
    Jun 18, 2009
    Posts:
    508
    hello,

    i just imported your plugin into my project,
    but i'm on eunity 2019 inside a prefab, and it seems that it reinstanciate Tag Manager each frame or second i don't know wich result in this screenshot:
    Screenshot at 2019-05-01 07 59 14.png
     
  18. blackant

    blackant

    Joined:
    Jun 18, 2009
    Posts:
    508
    ho ok, i think i got it wrong, and should not add it directly inside a prefab.

    it works in the scene, but when i add a prefab tag to my prefab, it acts as tags and a message is displayed on my prefab.
    Screenshot at 2019-05-01 08 10 01.png

    i already tryed to use Prefab tags... this one is the one i got when i added Prefab Tags.
     
    Last edited: May 1, 2019
  19. blackant

    blackant

    Joined:
    Jun 18, 2009
    Posts:
    508
    sry for my multiple posts

    i randomly clicked on "Auto Class" Button and got 9 errors.
    Screenshot at 2019-05-01 08 15 05.png
     
  20. blackant

    blackant

    Joined:
    Jun 18, 2009
    Posts:
    508
    ok, after more investigations, if i understand well, prefabs doesn't allow to store tags,
    wich means that they must be added by script on the instanciation of the gameobject.

    Nice, i have it to works without problem now.

    maybe a step by step to explain how it works in the pdf would be good to avoid this kind questions for you .

    thanks for this plugin.
     
    Last edited: May 1, 2019
  21. Algok

    Algok

    Joined:
    Mar 3, 2017
    Posts:
    5
    Hello! Recently found your plugin. This is the best plugin that is free in the store. But it has not been updated for a very long time and now it has serious problems that do not allow me to apply it.
    The problem with prefabs judging by the chat is already old.
    I am using Unity 2019 and prefab editing mode. The PrefabTags script does not work correctly in this mode.
    In addition, I cannot use duplicate objects in the editor during the game. This removes the tags on the new object.
    When creating a new Auto Generated Class according to my tags, the example of using the plugin breaks. I had to make changes to the structure of the plugin to keep the example working.
    I also want to ask that the tag be deleted only by clicking on the "-" sign, but not on the tag name.
    I hope you can find the time to fix these problems.

    I do not quite understand how TagPattern works. Can I create a selection of objects according to a pattern so that this selection changes only when objects matching this pattern are changed? Or is the selection updated every time it is called? How does it really happen? Is the first option faster?
     
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