Hello unity3D.I have a question about tags.Is 100 tags for a game too much?For example my game have 8 characters and each character uses that 10 tags each.If this is too much tags or should i try a different method for find objects?If anyone knows?Can you please tell me?Also what is the maximum tags a game should have?
public var player : Transform;
var enemy : Transform;
var camLerpAmount : float =0;
var cam : Transform;
var explosion: GameObject;
public var roarCamera : Transform;
public var mouth : Transform;
var GenzuPlanetRoar : GameObject;
var Teleport : GameObject;
var spawn : Transform;
function Awake (){
player = gameObject.GetComponent(Transform);
}
function Start() {
player = GameObject.FindWithTag("Player").transform;
enemy = GameObject.FindWithTag("Dummy").transform;
cam = GameObject.FindWithTag("TaiichiCamera").transform;
roarCamera = GameObject.FindWithTag("RoarCamera").transform;
mouth = GameObject.FindWithTag("Jaw").transform;
renderer.enabled = true;
collider.enabled = true;
}
function OnCollisionEnter(collision : Collision){
if(collision.gameObject.tag == "Dummy"){
collision.transform.gameObject.animation.Play("Hit_Flying");
collision.transform.gameObject.animation["Hit_Flying"].speed =0.00050;
collision.rigidbody.AddForce (Vector3.forward * 2000000);
player.transform.gameObject.animation.Play("Burn_To_Hell_Part_2");
player.transform.gameObject.animation["Burn_To_Hell_Part_2"].speed = .25;
camLerpAmount = Mathf.Clamp01 (camLerpAmount + 0f);
renderer.enabled = false;
collider.enabled = false;
}
yield WaitForSeconds(2.5);{
cam.transform.position = roarCamera.transform.position - roarCamera.transform.forward;
camLerpAmount = Mathf.Clamp01 (camLerpAmount + 5f);
Instantiate(GenzuPlanetRoar,mouth.transform.position,mouth.transform.rotation);
cam.transform.Rotate(0,360,0);
}
yield WaitForSeconds(2.5);{
cam.transform.position = roarCamera.transform.position - roarCamera.transform.forward;
camLerpAmount = Mathf.Clamp01 (camLerpAmount + 5f);
Instantiate(Teleport,spawn.transform.position,spawn.transform.rotation);
}
}