Gameplay TagsGame Creator 2 Module

#Best Practices

Gameplay Tags are most valuable when they become a clean shared vocabulary for your project. The goal is not to tag everything. The goal is to make gameplay logic easier to read, reuse, and scale.

#Design Tags Like Gameplay Facts

Good tags read naturally:

This character has Character.State.Stunned.
This attack deals Damage.Type.Fire.
This object belongs to Faction.Enemy.
This quest is Quest.Main.Completed.

If a tag does not read clearly in a sentence, rename it or move it under a better parent.

Use this structure:

Root.Category.Detail

Good:

Character.State.Stunned
Character.State.Burning
Damage.Type.Fire
Faction.Enemy
Quest.Main.Completed
Interaction.Usable.Door

#Choose Strong Root Categories

Root Use For
Character Actor states, roles, traits, and abilities.
Damage Damage types, resistances, and immunities.
Faction Teams, relationships, and targeting.
Interaction Usable, locked, highlighted, and interactable objects.
Item Item categories, equipment groups, pickups.
Quest Quest categories and states.
World Environment and level logic.

#Reactive Logic: Reactions vs Standard Triggers

Approach When to Use
GameplayTagReaction Component Dedicated systems requiring serialized FIFO queueing, high-throughput spawn waves, cross-scene persistence, or Play Mode telemetry.
Game Creator Trigger Events Simple localized event responses on existing triggers alongside standard Game Creator events.
For Each Tagged Game Object On-demand imperative loops (e.g. casting AoE spells, global day/night lighting changes).

#Character Spawning & The "Next Frame" Timing Rule

When reacting to newly instantiated Game Creator Character prefabs with Tagged Game Object Enabled:

  • Use Timing / Delay: Next Frame.
  • Game Creator characters, ragdolls, and animator rigs initialize across their first frame. Waiting 1 frame ensures that stats, animators, and NavMesh agents are completely ready before instructions execute on the Target.

#Cross-Scene Persistent Managers

To create game-wide rules (such as global enemy scaling, faction trackers, or ambient music drivers):

  • Place a GameplayTagReaction in your initial bootstrap or main menu scene.
  • Check Persist Across Scenes.
  • The component automatically lives in DontDestroyOnLoad and uses deterministic Keep Existing duplicate protection so reloading the scene will not spawn duplicate managers.

#Debugging with Scene View Gizmos

Runtime debugging showcase card
Scene View debug gizmos rendered directly above tagged GameObjects in Edit Mode and Play Mode.
  • Use the Debug World Offset on GameplayTagComponent to float debug cards cleanly above character heads or prop centers.
  • Badges update in real-time in both Edit Mode and Play Mode.
  • All gizmos and debug overlays are automatically compiled out in release player builds for zero performance cost.

#Performance Guidelines

Tag checks are lightweight. Object searches are the part to design carefully.

Prefer:

  • Checking a known GameplayTagComponent.
  • Using trigger or collision Events for local interactions.
  • Using physics layers before Gameplay Tag checks.
  • Using For Each Tagged Game Object for batch iterations.
  • Caching repeated query results when appropriate.