Adding tags to your entities gives user-scripts a convenient way to find and act on them.
Tags can be any string permitted by our editor UI. Some reserved tags have special functionality within the engine. See System Tags below.
System tags are special tags which unlock specific functionality within the engine.
|player||The engine will use the first entity with this tag as the player entity returned in
|networked||This entity is networked so can participate in networking with
|net||This entity is networked as with networked but transform and animation changes are automatically sent to other peers. Other peers will interpolate the transform changes.|
|noraycast||Raycasts will ignore this entity.|
|dont_collide_on_remotes||If this entity is networked, all colliders on the entity will be set to TRIGGER response type when the entity spawns on a remote peer. This allows the entity’s position to be completely controlled by its owning peer.|
|remotePlayer||This entity represents a player entity spawned by a networked peer. You can use this tag to find all player entities from networked peers.|
|dontcull||Prevents the entity being removed by the LOD culling system so it will always be rendered.|
These tags are frequently used in our standard scripts.
|Tag name||Used In||Description|
|noplayerparent||dbb_character_movement||When placed on an entity the player controller will not parent to it.|
|noground||dbb_character_movement and dbb_default_respawn||When placed on an entity the player falling onto it won’t be considered grounded. So they will continue to fall. Also prevents the respawn system from considering the current position as a respawn location.|
|playerignore||dbb_character_movement||When placed on an entity the player controller will ignore it for the purposes of anti-tunnelling raycasts. This allows you to ignore these raycasts whilst still having the entity considered by others.|
|norespawn||dbb_default_respawn||Prevents the respawn system from considering the current position as a respawn location.|
|cameraignore||most camera controllers including dbb_polar_camera||When placed on an entity the interpenetration raycast will ignore this entity preventing it from pushing the camera in.|
|interactable||dbb_character_interact||Entities with this tag are considered interactable by the interaction system.|
|pickup||dbb_simple_inventory||Entities with this tag are considered pickupable by the inventory.|
|carried||dbb_simple_inventory and dbb_pickup||Pickup entities are given this tag when they have been picked up by the player.|