[Updated] Tagify 1.0.1 - Tag System Improved

Hello

As you probably know Unity internal tag system is let’s say a bit simple. I wanted to improve it and as I was not satisfied with the existing solutions I decided to create something on my own. In the beginning it was meant to be used only for my game project, but then I realized that also other game developers may find it useful.

Check it out in the Asset Store if you are interested!

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What are the key features of Tagify?

  • Assign multiple tags to game objects
  • Reorder tags on the list
  • Use color badges for quick identification
  • Quick and easy installation process
  • Performance friendly
  • Extend it to match your needs
  • Clean and professional interface
  • Use your tag database in different projects

For more information check out the Tagify - User Manual.

New version 1.0.1 released.

Asset Store: LINK

Changelog:

  • Fixed problem when “Tagify” folder is placed inside “Scripts”.
  • Fixed errors shown in builds.
  • Confirmed compatibility with Unity 4.5.0f6.
  • Updated User Manual.

@0x7C00 ,

  • Does Tagify and its API work with Prefabs as well as GameObjects?

  • Also, can you search for a GO or GO list or a Prefab or Prefab List by reference to more than one Tagify tag?

Hello @Duffer123_1

Do you mean non instantiated Prefabs? If yes than the answer to your question is no as Tagify builds its cache based on GameObjects in the scene. What would be a purpose of tag search within Prefabs?

In current version you can only search for object containing one tag but it sounds like a nice feature. I can think of adding it in new version which I am working on currently. Logical operations would be also quite handful ex. “check if this is enemy Orc” would be:

this.TagifyCompareTag("Orc&Enemy");

Feature added to my TODO list.

Great. Thanks for the speedy response.

With me I am considering using non instantiated prefabs with components so I can take a composite approach with rpg databases which is far easier with prefabs as assets than with scriptableobject assets.

However, I would also want to go search for non instantiated prefabs too depending on their type and/or components, to maybe then instantiate them, and thought tags in non instantiated prefabs might be just the solution.

Surely gameobjects with tags then turned in to prefabs would carry and retain those tags?

If yes, you could author similar API but to search within non instantiated prefab assets. Trust me, that would be very useful to the Unity community…

Don’t get me wrong. Still considering Tagify just for GO functionality if it can search for multiple tags at once, but the same functionality with non instantiated prefabs would be fantastic.

I assume than those prefabs will be stored in the resource folder. Getting the point now. I will think of it as clearly the cache will not be working because it is depending on awake function witch will not be ran in this case. Maybe separate function set meant for prefabs only will do. Performance will be worse than with gameobjects though.

Answering your question, yes tags will be retained in prefabs as are serialized in a list by Unity.

My current roadmap for version 1.2.0 is as follows than:

  • Improve tag badges visibility (colors are not clearly visible in Dark Unity Theme) [almost done].
  • Create online documentation webpage [inprogress].
  • Add logical expressions to the tag search system (& - AND, | - OR and, ! - NOT) [planned].
  • Add possibility to search for prefabs with tags [under investigation].

@0x7C00 ,

Excellent -

I understand that the cache won’t be working and it will probably be slower, but if you can replicate, more or less, the API functionality for GOs but instead for non-instantiated prefabs, that would be fantastic…

Yes, the non-instantiated prefabs would be in a folder or subfolder within the Assets/Resources folder … they’d have to be.

Not sure if you’re currently using Bit Mask Enums or something else. It might be cool if you could do the tags as a series of toggle buttons as an alternative. See this link:- http://www.sharkbombs.com/2015/02/17/unity-editor-enum-flags-as-toggle-buttons/

In the alternative, there’s the really neat way that that other Tag asset displays tags (All the Tags)…?

I’ve found some links also which may or may not help with the searching for tags in non-instantiated prefabs:-

and

@0x7C00 ,

Well I’ve just speculated to accumulate - and bought your Tagify asset… :wink: Looking forward to v1.2

@0x7C00 ,

Another thought for v1.2:-

The ability to search for tags which contain the string “X”. So let’s say you have a Tag of “Enemy Weapon” - you could search for any Tags (GO or GOs) which contain the string “Enemy” - if you see what I mean?

Thanks for support and nice ideas! New version in progress…

Probably I will split it in two to release faster what is ready now.

Sounds good. Looking forward to it.