Gameplay TagsGame Creator 2 Module

#Game Creator Actions

Gameplay Tags Actions let Game Creator logic set tags, update containers, iterate over matching GameObjects, search for tagged objects, filter lists, and run physics queries that only accept tagged results.

Use them when you want designers to build tag-driven logic without writing code.

Gameplay Tags Action category list in the Game Creator instruction picker
Gameplay Tags Action category in the Game Creator instruction picker.

#Category Organization

All visual scripting elements are organized into clear sub-menus in Game Creator pickers:

Gameplay Tags/
  ├── Manage/         (Set, Add, Remove, Toggle, Replace, Clear, Copy, Set Multiple)
  ├── Hierarchy/      (Exclusive Tags, Parent Groups, Sibling Cycling, Clear Children)
  ├── Queries/        (Find, Find Closest, Filter, Raycast, Raycast 2D, Overlap Sphere, Overlap Circle)
  └── Reactions/      (For Each, Execute Manually, Set Reaction Config, Cancel, Evaluate Existing)

#Match Options

Actions expose their matching choice in the inspector:

Match Meaning
Any Match any object that has a GameplayTagComponent with tags.
Exact Match only the selected tag.
Include Children Match the selected tag or any child tag.

Example:

Tag: Interaction.Usable
Match: Include Children
Matches: Interaction.Usable.Door, Interaction.Usable.Chest

#Manage Actions (Gameplay Tags/Manage/)

#Set Gameplay Tag

Sets a single Gameplay Tag value on a property, component, or variable.

Set Gameplay Tag Action configured to write a Gameplay Tag value into a Game Creator variable
Set Gameplay Tag Action configured with a Global Name Variable destination.
Parameter Description
Set Destination that receives the tag.
Tag Tag value to assign.

#Add Gameplay Tag

Adds a tag to a tag container.

Add Gameplay Tag Action targeting a GameplayTagComponent.
Parameter Description
Set Destination tag container.
Tag Tag to add.

#Remove Gameplay Tag

Removes a tag from a tag container.

Parameter Description
Set Destination tag container.
Tag Tag to remove.

#Toggle Gameplay Tag

Adds the tag if it is currently missing, or removes it if already present in the target container.

#Replace Gameplay Tag

Swaps an old tag with a new tag in a single atomic container operation.

#Clear Gameplay Tags

Removes every tag from a container.

#Hierarchy & Exclusive Actions (Gameplay Tags/Hierarchy/)

#Set Exclusive Gameplay Tag

Sets one tag and removes conflicting tags in the same sibling group.

Parameter Description
Set Destination tag container.
Tag Tag to enable.
Conflict Scope Direct Siblings Only, Sibling Branches, or Whole Parent Subtree.

#Set Parent Group Gameplay Tag

Sets a child tag under a parent group and enforces exclusive sibling behavior.

#Cycle Sibling Gameplay Tag

Cycles to the next or previous sibling tag under the same parent and applies exclusive handling.

Parameter Description
Set Destination tag container.
Reference Tag Current or anchor sibling tag.
Direction Next or Previous.
Wrap If enabled, cycles from end to start (and reverse).
Scope On Apply Conflict handling used when applying the selected sibling.

#Clear Parent Group Gameplay Tags

Clears tags from a parent group without assigning a replacement (Direct Children Only or Whole Subtree).

#Query Actions (Gameplay Tags/Queries/)

#Find Game Objects by Gameplay Tag

Fills a Game Creator List Variable with matching GameObjects in the scene. Supports an Include Inactive toggle to discover disabled/pooled GameObjects.

Parameter Description
Tag Tag to search for.
Match Any, Exact, or Include Children.
Include Inactive When enabled, queries both active and disabled/pooled GameObjects.
List Variable List Variable that receives matching GameObjects.

#Find Closest Game Object by Gameplay Tag

Finds the closest active matching GameObject from an origin position.

#Filter Game Objects by Gameplay Tag

Filters a Game Creator List Variable and keeps only GameObjects with matching tags.

#Raycast by Gameplay Tag

Performs a 3D raycast and stores the first hit GameObject that matches the tag query.

Raycast by Gameplay Tag Action showing origin, direction, distance, layer mask, tag, and store result fields
Raycast by Gameplay Tag Action with match mode and result storage fields.

#Raycast 2D by Gameplay Tag

Performs a 2D physics raycast and stores the first hit GameObject that matches the tag query.

#Overlap Sphere by Gameplay Tag

Runs a 3D sphere overlap and stores matching GameObjects in a List Variable.

#Overlap Circle by Gameplay Tag

Runs a 2D circle overlap and stores matching GameObjects in a List Variable.

#Reaction Actions (Gameplay Tags/Reactions/)

#For Each Tagged Game Object

Imperatively loops over all matching GameObjects in the scene and executes instructions with Target bound to each matched instance.

Instruction: For Each Tagged Game Object
    Tag:                 Unit.Enemy
    Match:               Include Children
    Include Inactive:    [x]  (Discovers disabled/pooled GameObjects)
    Mode:                Inline Instructions (or Actions Component)
    Instructions:
        Apply Difficulty Scaling (Target)
    Wait Until Complete: [x]
  • Inline Instructions: Write your instructions directly inside the loop inspector.
  • Actions Component: Reference an external reusable Actions component.
  • Include Inactive: Iterate over disabled/pooled objects.
  • Execution Modes: Sequential (Wait Until Complete = true) or concurrent (Wait Until Complete = false).

#Reaction Management Instructions

Instruction Description
Execute Reaction Manually Manually triggers a Reaction on a specific target or across all matching objects in the scene.
Set Reaction Tag Changes the tag filter on a GameplayTagReaction at runtime.
Set Reaction When Changes the triggering lifecycle condition at runtime.
Set Reaction Match Changes the match mode (Include Children / Exact) at runtime.
Set Reaction Delay Changes the timing mode (Immediate, Next Frame, Custom Seconds) and duration.
Cancel Reaction Cancels active executions and clears the pending execution queue.
Evaluate Existing Objects in Reaction Forces an immediate evaluation of existing matching objects in the scene.

Events are structured into dedicated sub-categories:

#Lifecycle Events (Gameplay Tags/Lifecycle/)

Event Description
On Tagged Game Object Created Fires once in Awake when a component is created.
On Tagged Game Object Enabled Fires in OnEnable when a component enters the active registry (spawning/pooling).
On Tagged Game Object Disabled Fires in OnDisable when a component unregisters.
On Tagged Game Object Destroying Fires in OnDestroy before the target GameObject becomes invalid.

#Tag Change Events (Gameplay Tags/Changes/)

Event Description
On Gameplay Tags Changed Run when a target component's tags change.
On Gameplay Tag Added Run when a matching tag is added to an active object.
On Gameplay Tag Removed Run when a matching tag is removed from an active object.
On Exclusive Child Gameplay Tag Changed Run when the active tag under an exclusive parent group changes.
On Gameplay Tag Under Parent Changed Run when any tag under a parent changes.

#Physics Events (Gameplay Tags/Physics/)

Event Description
On Trigger Enter Gameplay Tag Run when a tagged object enters a trigger.
On Trigger Exit Gameplay Tag Run when a tagged object exits a trigger.
On Collision Enter Gameplay Tag Run when a tagged object starts colliding.
On Collision Stay Gameplay Tag Run while a tagged object remains colliding.
On Collision Exit Gameplay Tag Run when a tagged object stops colliding.
Game Creator Trigger event dropdown showing Gameplay Tags events
Game Creator Trigger event dropdown showing Gameplay Tags events.