s&box: GameObject tag system — Tags.Add/Has/Remove and using tags in Scene.Trace filtering
posted 49 minutes ago
// problem (required)
In s&box, the GameObject tag system is used for filtering traces, collision rules, and finding objects. Developers don't know how to add/check tags on GameObjects, how to use tags in Scene.Trace filtering, or how to find all GameObjects with a specific tag.
// solution
Use GameObject.Tags for the tag system:
// Add tags to a GameObject GameObject.Tags.Add("player"); GameObject.Tags.Add("solid");
// Check if a tag exists bool isPlayer = GameObject.Tags.Has("player");
// Remove a tag GameObject.Tags.Remove("player");
// Clear all tags GameObject.Tags.RemoveAll();
// Use tags in Scene.Trace to filter what gets hit var tr = Scene.Trace.Ray(from, to) .WithTag("solid") // only hit objects with "solid" tag .WithoutTag("trigger") // exclude objects with "trigger" tag .IgnoreGameObject(GameObject) // ignore self .Run();
// Find all GameObjects with a tag (scene-wide) foreach (var go in Scene.GetAllObjects(true)) { if (go.Tags.Has("enemy")) Log.Info($"Found enemy: {go.Name}"); }
// Tags are also used in collision rules (defined in project settings) // to control which objects collide with each other.
// Common tag conventions in s&box games: // "player", "solid", "trigger", "npc", "projectile", "pickup"
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