fred.naar Posted May 6, 2020 Share Posted May 6, 2020 One useful feature others engines have is the possibility to create tags on Nodes (or actors or gameobjects) this is quite useful especially in large scene with several objects that do not necessarily have a component attached, like get all pickups in world, or find the nearest node of type vehicle, and such. I know you can use layers but this is limiting, as an object can have several tags while it can belong only to one layer, also I think layers are better suited for scenery composition. From the engine point of view I believe it is not necessary to alter the Node structure itself just add an external list of pointers to nodes and tags you can then query with FindNodeWithTag and such. Here's the links to the usage and implementation in Unity and Unreal thanks Fred Link to comment
silent Posted May 8, 2020 Share Posted May 8, 2020 Hi Fred, Thank you for the suggestion! Indeed, tags can help to organize nodes altogether with NodeLayers. We will think how to implement this in the future versions of the engine. 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
william.burke Posted May 11, 2020 Share Posted May 11, 2020 A Tag system would be VERY nice. Link to comment
rdhb.rdhb Posted December 17, 2020 Share Posted December 17, 2020 After seeing this topic in link https://developer.unigine.com/forum/topic/7033-world-nodes-searchfilter-by-id/?tab=comments#comment-35688 I wanted to create a topic about tags and noticed its already here. Any progress on this "actor has tag" feature ? Because mutable tag can have benefits to work with and its different than immutable ID. fred.naar gave examples from other engines if that is okay then that example is what i was thinking https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/ActorHasTag/index.html Thanks Link to comment
silent Posted December 17, 2020 Share Posted December 17, 2020 Adding search for node ID doesn't require any changes in runtime implementations (unlike tags). This task (tags for nodes) is still in our todo list, but I can't provide you any estimations on it right now. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
yurickon Posted August 31, 2022 Share Posted August 31, 2022 Добрый день! Можно узнать как у вас обстоят дела по добавлению tag к нодам в движок? Спасибо! Link to comment
silent Posted September 1, 2022 Share Posted September 1, 2022 Yurickon Пока еще не приступали к этой задаче, но когда-нибудь этот день настанет :) How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Marsik Posted October 5, 2023 Share Posted October 5, 2023 Здравствуйте! Мы всё еще ждём) Спасибо! 1 Link to comment
Tessalator Posted October 14, 2023 Share Posted October 14, 2023 You can get functionality similar to tags using node data. It's even more powerful than tags in some ways because it supports XML. MyNode.SetData("Tag1", $""" <facet1> <item-a val1="" val2="" /> <item-b val1="" val2="" /> </facet1> """); MyNode.SetData("Tag2", $""" <facet1> <item-a val1="" val2="" /> <item-b val1="" val2="" /> </facet1> """); XElement read1 = XElement.Parse(MyNode.GetData("Tag1")); XElement read2 = XElement.Parse(MyNode.GetData("Tag2")); Link to comment
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