Handling tags on large projects with multiple games

Hi, I have made games on my own for a bit in unity, but am now on a project where I am not the only developer. The app calls for multiple small games built by different people and in some cases, other vendors. When working alone on a single game I just make tags as I need them and it’s not a problem. However, now we could run into conflicts when we combine the projects. What in your experience is a good way to work together and keep things organized within a large group of developers?

My best thought so far is to come up with a big list of possible tags and then having those available to all developers to use as they need (ie block, collectible, powerup_a, etc)

Thanks

The best way to use tags in a large project is… don’t. They collide too often, and you can’t have more than one of them on a GameObject.

Instead, I recommend “tagging” objects by putting MonoBehaviours on them (even if the MonoBehaviour has no functionality in itself - and you should certainly remove the empty Start/Update functions from them). You can use functions like FindObjectsOfType(), GetComponentsInChildren, and so on in place of GameObject.FindWithTag.

Honestly I can’t find a good reasons for tags to even exist.

Ah Okay - thanks for the info. I’ll look into doing that.