docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class SemanticTagCondition

    Represents a situation that depends on the existence or lack of a certain trait

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    ConditionBase
    Condition
    Condition<bool>
    SemanticTagCondition
    Implements
    ISimulatable
    ISemanticTagCondition
    ICondition<bool>
    ICondition
    IConditionBase
    IRequiresTraits<bool>
    IRequiresTraits
    ICreateFromData
    Inherited Members
    Condition.traitName
    ConditionBase.proxy
    ConditionBase.drawWarning
    ConditionBase.OnValidate()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.InstantiateAsync<T>(T, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Unity.MARS.Conditions
    Assembly: Unity.MARS.dll
    Syntax
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.mars@2.0/manual/ReferenceGuideConditions.html#semantic-tag-condition-semantictagcondition")]
    [ComponentTooltip("Requires the object to have or lack the specified trait.")]
    [MonoBehaviourComponentMenu(typeof(SemanticTagCondition), "Condition/Semantic Tag")]
    [CreateFromDataOptions(0, true)]
    [MovedFrom("Unity.MARS")]
    public class SemanticTagCondition : Condition<bool>, ISimulatable, ISemanticTagCondition, ICondition<bool>, ICondition, IConditionBase, IRequiresTraits<bool>, IRequiresTraits, ICreateFromData

    Properties

    matchRule

    Whether to require the presence or absence of the tag

    Declaration
    public SemanticTagMatchRule matchRule { get; set; }
    Property Value
    Type Description
    SemanticTagMatchRule

    Methods

    FormatDataString(TraitDataSnapshot)

    Formats data into a string that is human-readable and appropriate for the condition

    Declaration
    public string FormatDataString(TraitDataSnapshot data)
    Parameters
    Type Name Description
    TraitDataSnapshot data

    The data

    Returns
    Type Description
    string

    The formatted string

    GetConditionRatingForData(TraitDataSnapshot)

    Return the rating this condition has for the given data snapshot

    Declaration
    public float GetConditionRatingForData(TraitDataSnapshot data)
    Parameters
    Type Name Description
    TraitDataSnapshot data

    The data

    Returns
    Type Description
    float

    The result of the condition's data rate matching method

    GetRequiredTraits()

    Get the TraitRequirements that are required by this object

    Declaration
    public override TraitRequirement[] GetRequiredTraits()
    Returns
    Type Description
    TraitRequirement[]

    The required traits

    Overrides
    Condition.GetRequiredTraits()

    IncludeData(TraitDataSnapshot)

    Modifies the properties so that the data is acceptable for this condition

    Declaration
    public void IncludeData(TraitDataSnapshot data)
    Parameters
    Type Name Description
    TraitDataSnapshot data

    The data that should pass this condition after this method is called

    OptimizeForData(TraitDataSnapshot)

    Modifies the properties so that the data is the optimal data for this condition

    Declaration
    public void OptimizeForData(TraitDataSnapshot data)
    Parameters
    Type Name Description
    TraitDataSnapshot data

    The data that should be optimal for the condition after this method is called

    RateDataMatch(ref bool)

    Describe how well a given piece of data matches a condition. 0 means the match is unacceptable, 1 means a perfect match

    Declaration
    public override float RateDataMatch(ref bool data)
    Parameters
    Type Name Description
    bool data

    The data to rate

    Returns
    Type Description
    float

    A number from 0 to 1 indicating how well a piece of data watches this condition

    Overrides
    Condition<bool>.RateDataMatch(ref bool)

    SetTraitName(string)

    Declaration
    public void SetTraitName(string newName)
    Parameters
    Type Name Description
    string newName

    Implements

    ISimulatable
    ISemanticTagCondition
    ICondition<T>
    ICondition
    IConditionBase
    IRequiresTraits<T>
    IRequiresTraits
    ICreateFromData

    Extension Methods

    IRequiresTraitsMethods.ForEachContextIdWithTrait<T>(IRequiresTraits<T>, string, Action<int>)
    IRequiresTraitsMethods.TryGetAllTraitsWithSemanticTag<T>(IRequiresTraits<T>, string, string, out Dictionary<int, T>)
    IRequiresTraitsMethods.TryGetTraitValue<T>(IRequiresTraits<T>, int, string, out T)
    IConditionGenericMethods.PassesCondition<T>(ICondition<T>, ref T)
    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)