Tag: Difference between revisions

From Resonite Wiki
Added tagging for slot subsection.
Added the other tagging section.
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* [[Component:TeleportPassthrough|TeleportPassthrough]] component
* [[Component:TeleportPassthrough|TeleportPassthrough]] component
* [[Component:TeleportSurface|TeleportSurface]] component
* [[Component:TeleportSurface|TeleportSurface]] component
Similarly, there is the <code>Assets</code> -> <code>Tagging</code> category that contains the following components:
* [[Component:HierarchyMaterialTarget|HierarchyMaterialTarget]] component
* [[Component:MaterialApplyPolicy|MaterialApplyPolicy]] component
* [[Component:MaterialRelay|MaterialRelay]] component
* [[Component:MeshRendererMaterialRelay|MeshRendererMaterialRelay]] component


== Why Use Tags ==
== Why Use Tags ==

Revision as of 22:12, 20 March 2025

Tags are Strings that Resonite uses to label slots, Dynamic Variables (Triggers & Receivers), and other objects that require a tag.

How To Use

Tags can be used as a simple label, or it can be part of a complex system. Tags can also be swapped for other tags through ProtoFlux, especially when driving a receiver. Here are the following things that require tags:

Rich Text Formatting

Rich Text Formatting (also known as RTF) tags are used to change how the text renders.

Haptics

There are tags for the Haptics system which allow for more control when using these devices. Here is a list relating to tags:

Tagging For Slots

Sometimes you need to mark a slot to have a certain effect to it, there are components that do that found in Transform -> Tagging within the component browser. Here is a list of them:

Similarly, there is the Assets -> Tagging category that contains the following components:

Why Use Tags

(ToDo)

Unknown Tags

Currently the Delegate Tag Component will crash users in the world when there is an invalid input! DelegateTag With Invalid Type Makes World Unjoinable - Issue 919