The tag of this game object.
The tag assigned to the GameObject.
Get the tag of this SpriteAtlas.
A tag can be used to identify a state.
Get a handle to a existing defined tag.
A handle to one of the tag values that can be applied to a GameObject.
Enable or disable shader keyword filter attributes based on shader tags.
Enable or disable shader keyword filter attributes based on shader tags.
A TagField editor. For more information, refer to UXML element TagField.
Unsupported.
Unsupported.
USS class name of input elements in elements of this type.
USS class name of labels in elements of this type.
Initializes and returns an instance of TagField.
USS class name of elements of this type.
Makes a tag selection field.
Get the value of material's shader tag.
Make a tag selection field.
Checks the GameObject's tag against the defined tag.
The Tag of the State.
Checks if the specified tag is attached to the GameObject.
Retrieves the first active GameObject tagged with the specified tag. Returns null if no GameObject has the tag.
The name of a SubShader Tag or Pass Tag.
An array of ShaderTagId structs, where the name is the value of a given SubShader Tag or Pass Tag.
Does tag match the tag of the active state in the statemachine.
Sets an override tag/value on the material.
Removes an asset tag.
Registers the tag as a custom context used to filter shortcuts after a window context is determined.
System tag is an integer identifier. It lets you force an object into a different Enlighten Realtime Global Illumination system...
Removes a tag from the custom context list.
Retrieves an array of all active GameObjects tagged with the specified tag. Returns an empty array if no GameObjects have the tag.
Selects the Sprite packing tag.
Tag used for Sprite packing.
Returns the Shader Tag value for the render pipeline that is described by this asset.
Returns the Shader Tag value for the render pipeline that is described by this asset.
Shader tag ids are used to refer to various names in shaders.
Gets the name of the tag referred to by the shader tag id.
Describes a shader tag id not referring to any name.
Gets or creates a shader tag id representing the given name.
Converts a string to a ShaderTagId.
Converts a ShaderTagId to a string.
Enable or disable shader keyword filter attributes based on shader tags.
Enable or disable shader keyword filter attributes based on shader tags.
Enable or disable shader keyword filter attributes based on shader tags.
Enable or disable shader keyword filter attributes based on shader tags.
This event is sent when a pointer's last pressed button is released on a link tag.
This event is sent when a pointer exits a link tag.
Searches for the tag specified by tagName on the shader's active SubShader and returns the value of the tag.
This event is sent when a pointer is pressed on a Link tag.
This event is sent when a pointer changes state on a link tag.
This event is sent when a pointer enters a link tag.
Adds an asset tag for the given file.
Adds the asset tag to the list of tags to download during initial installation.
Searches for the tag specified by tagName on the SubShader specified by subshaderIndex and returns the value of the tag.
Searches for the tag specified by tagName on this SubShader and returns the value of the tag.
Returns an array of feature tags in use for this build.
Set an array of feature tags for this build.
Removes an asset tag for the given file.
Removes the asset tag from the list of tags to download during initial installation.
Constructor used to declare the SearchService.ObjectSelectorHandlerWithTagsAttribute on a field.
A class attribute that allows you to define tag constraints on a MonoBehavior or ScriptableObject's field in the object selector.
The tags to match. Because a GameObject can only have one tag, only one of them must be present.
Searches for the tag specified by tagName on this SubShader and returns the value of the tag.
If set to true, tagName specifies a Pass Tag. Otherwise, tagName specifies a SubShader Tag.
A shader tag id. Use ShaderTagId constructor to create one (e.g. ShaderTagId(RenderPipeline).
A shader tag id value. Use ShaderTagId constructor to create one (e.g. ShaderTagId(UltraHDRP).
A Shader Tag configuration used by RayTracingAccelerationStructure.CullInstances to filter and classify Materials.
An array of Shader Tags used to determine the Material type.
An array of Shader Tags used by RayTracingAccelerationStructure.CullInstances to ignore Renderers or individual sub-meshes.
Subsystem tags for the read request, describing broad asset type or subsystem that triggered the read request.
The Subsystem tag assigned to the read operation.
The Subsystem tag for the longest read included in the summary calculation.
The Subsystem tag for the longest wait time included in the summary calculation.
Instantiates a TagField using the data read from a UXML file.
Enable HTML-style tags for Text Formatting Markup.
Enable HTML-style tags for Text Formatting Markup.
The first enabled Camera component that is tagged MainCamera (Read Only).
When false, rich text tags will not be parsed.
Gets the total number of metadata chunks for each id and tag pair in the frame.
Gets the total number of metadata chunks for each id and tag pair in the Profiler session.
Parameters found in the hyperlink tag.
Definition of the Near Field Communication (NFC) Tag Reading capability requirements.
Add the Near Field Communication (NFC) Tag Reading capability.
Name of the parameter transformer function to use with this filter.Tag the parameter transformer function with the appropriate ...
Only renders GameObjects that do not include the Static Shadow Caster tag.
Only renders GameObjects that include the Static Shadow Caster tag.
Returns the name of the layer as defined in the TagManager.
Always maintain an up-to-date sprite atlas cache for Sprite with packing tag (legacy).
Updates the sprite atlas cache when the Player or bundles builds containing Sprite with the legacy packing tag.
The attribute must appear in the element tag.
Defines UxmlTraits for the AttributeOverrides tag.
Defines UxmlTraits for the Style tag.
Defines UxmlTraits for the Template tag.
Get the Asset paths for all Assets tagged with assetBundleName and named assetName.
Given a set of layer names as defined by either a Builtin or a User Layer in the Tags and Layers manager, returns the equivalen...
Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the Tags and Layers manager.
Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the Tags and Layers manager.
Returns a number of Rendering Layers defined in the Tags and Layers manager.
Returns a names of the defined Rendering Layers in the Tags and Layers manager.
Returns value that represents all defined Rendering Layers in the Tags and Layers manager.
Returns a values of the defined Rendering Layers in the Tags and Layers manager.
Returns an index of the last defined Rendering Layer in the Tags and Layers manager.
Given a set of rendering layer names as defined in the Tags and Layers manager, returns the equivalent rendering layer mask for...
Returns a number of Rendering Layers defined in the Tags and Layers manager including empty ones.
Given a rendering layer name, returns the rendering layer index as defined in the Tags and Layers manager.
Given a rendering layer index, returns the name of the layer as defined in the Tags and Layers manager.
Add a new Layer to Rendering Layers in the Tags and Layers manager.
Remove a last Layer to Rendering Layers in the Tags and Layers manager. The default Rendering Layer cannot be removed.
Defines UxmlTraits for the TagField.
The the texture, material, mesh, and shader usage tags to use when writing the serialized file.
The the texture, material, mesh, and shader usage tags to use when writing the serialized file.
Enables or disables a Shader pass on a per-Material level.
Shader pass type for Unity's lighting pipeline.
This structure is used by RayTracingAccelerationStructure.CullInstances function to determine which types of Materials are used...
The GameObject whose collider you are colliding with. (Read Only).
Event used to react on clicks on a text hyperlink part.
Controls whether cross-Scene references are allowed in the Editor.
Retrieves metadata associated with the frame.
Retrieves the metadata of the session this frame occurred in as a NativeArray.
Do not destroy the target Object when loading a new Scene.
Array of Sprite atlas names found in the current atlas cache.
Applies all overridden properties on a Prefab instance component or GameObject to the Prefab Asset at the given asset path.
Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state.
The actual unfiltered selection from the Scene.
Render pipeline currently in use.
Manages SpriteAtlas during runtime.
Checks whether a Material is compatible with Terrain.
Retrieve a statistic for an XR subsystem.
Represents the primary 2D axis being clicked or otherwise depressed.
Represents the primary 2D axis being touched.
Represents the secondary 2D axis being clicked or otherwise depressed.
Represents the secondary 2D axis being touched.
A variant of Debug.Log that logs an error message to the console.
Logs a formatted error message to the Unity console.
Logs a formatted message to the Unity Console.
A variant of Debug.Log that logs a warning message to the console.
Logs a formatted warning message to the Unity Console.
Tell the shader system which shader keywords to include or remove from the build, based on the data field underneath.
Logs a formatted message.
Logs a formatted message.
Checks whether a given Shader pass is enabled on this Material.
Raw render queue of this material.
Render queue of this material.
Creates an On Demand Resources (ODR) request.
Gets current value of the Profiler metric.
Gets the last value collected by the ProfilerRecorder.
This structure is used by RayTracingAccelerationStructure.CullInstances function to avoid adding Renderers to the acceleration ...
Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only)
Determine in which order objects are renderered.
Alpha tested geometry uses this queue.
This render queue is rendered before any others.
Opaque geometry uses this queue.
Last render queue that is considered opaque.
This render queue is meant for overlay effects.
This render queue is rendered after Geometry and AlphaTest, in back-to-front order.
Render queue of this shader. (Read Only)
SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named Defaul...
Returns all the layers defined in this project.
The color used to render the text.
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