Your search for "tag" resulted in 159 matches:

Component.tag

The tag of this game object.

GameObject.tag

The tag assigned to the GameObject.

SpriteAtlas.tag

Get the tag of this SpriteAtlas.

AnimatorState.tag

A tag can be used to identify a state.

TagHandle.GetExistingTag

Get a handle to a existing defined tag.

TagHandle

A handle to one of the tag values that can be applied to a GameObject.

TagConstraintAttribute

Enable or disable shader keyword filter attributes based on shader tags.

TagConstraintAttribute.TagConstraintAttribute

Enable or disable shader keyword filter attributes based on shader tags.

TagField

A TagField editor. For more information, refer to UXML element TagField.

TagField.inputUssClassName

USS class name of input elements in elements of this type.

TagField.labelUssClassName

USS class name of labels in elements of this type.

TagField.TagField

Initializes and returns an instance of TagField.

TagField.ussClassName

USS class name of elements of this type.

EditorGUI.TagField

Makes a tag selection field.

Material.GetTag

Get the value of material's shader tag.

EditorGUILayout.TagField

Make a tag selection field.

Component.CompareTag

Checks the GameObject's tag against the defined tag.

AnimatorStateInfo.tagHash

The Tag of the State.

GameObject.CompareTag

Checks if the specified tag is attached to the GameObject.

GameObject.FindWithTag

Retrieves the first active GameObject tagged with the specified tag. Returns null if no GameObject has the tag.

RendererListParams.tagName

The name of a SubShader Tag or Pass Tag.

RendererListParams.tagValues

An array of ShaderTagId structs, where the name is the value of a given SubShader Tag or Pass Tag.

AnimatorStateInfo.IsTag

Does tag match the tag of the active state in the statemachine.

Material.SetOverrideTag

Sets an override tag/value on the material.

PBXProject.RemoveAssetTag

Removes an asset tag.

ShortcutManager.RegisterTag

Registers the tag as a custom context used to filter shortcuts after a window context is determined.

LightmapParameters.systemTag

System tag is an integer identifier. It lets you force an object into a different Enlighten Realtime Global Illumination system...

ShortcutManager.UnregisterTag

Removes a tag from the custom context list.

GameObject.FindGameObjectsWithTag

Retrieves an array of all active GameObjects tagged with the specified tag. Returns an empty array if no GameObjects have the tag.

TextureImporter.spritePackingTag

Selects the Sprite packing tag.

TextureGenerationSettings.spritePackingTag

Tag used for Sprite packing.

RenderPipelineAsset.renderPipelineShaderTag

Returns the Shader Tag value for the render pipeline that is described by this asset.

RenderPipelineAsset.renderPipelineShaderTag

Returns the Shader Tag value for the render pipeline that is described by this asset.

ShaderTagId

Shader tag ids are used to refer to various names in shaders.

ShaderTagId.name

Gets the name of the tag referred to by the shader tag id.

ShaderTagId.none

Describes a shader tag id not referring to any name.

ShaderTagId.ShaderTagId

Gets or creates a shader tag id representing the given name.

ShaderTagId.ShaderTagId

Converts a string to a ShaderTagId.

ShaderTagId.string

Converts a ShaderTagId to a string.

ApplyRulesIfTagsEqualAttribute

Enable or disable shader keyword filter attributes based on shader tags.

ApplyRulesIfTagsEqualAttribute.ApplyRulesIfTagsEqualAttribute

Enable or disable shader keyword filter attributes based on shader tags.

ApplyRulesIfTagsNotEqualAttribute

Enable or disable shader keyword filter attributes based on shader tags.

ApplyRulesIfTagsNotEqualAttribute.ApplyRulesIfTagsNotEqualAttribute

Enable or disable shader keyword filter attributes based on shader tags.

PointerUpLinkTagEvent

This event is sent when a pointer's last pressed button is released on a link tag.

PointerOutLinkTagEvent

This event is sent when a pointer exits a link tag.

Shader.FindPassTagValue

Searches for the tag specified by tagName on the shader's active SubShader and returns the value of the tag.

PointerDownLinkTagEvent

This event is sent when a pointer is pressed on a Link tag.

PointerMoveLinkTagEvent

This event is sent when a pointer changes state on a link tag.

PointerOverLinkTagEvent

This event is sent when a pointer enters a link tag.

PBXProject.AddAssetTagForFile

Adds an asset tag for the given file.

PBXProject.AddAssetTagToDefaultInstall

Adds the asset tag to the list of tags to download during initial installation.

Shader.FindSubshaderTagValue

Searches for the tag specified by tagName on the SubShader specified by subshaderIndex and returns the value of the tag.

ShaderData.Pass.FindTagValue

Searches for the tag specified by tagName on this SubShader and returns the value of the tag.

Application.GetBuildTags

Returns an array of feature tags in use for this build.

Application.SetBuildTags

Set an array of feature tags for this build.

PBXProject.RemoveAssetTagForFile

Removes an asset tag for the given file.

PBXProject.RemoveAssetTagFromDefaultInstall

Removes the asset tag from the list of tags to download during initial installation.

ObjectSelectorHandlerWithTagsAttribute.ObjectSelectorHandlerWithTagsAttribute

Constructor used to declare the SearchService.ObjectSelectorHandlerWithTagsAttribute on a field.

ObjectSelectorHandlerWithTagsAttribute

A class attribute that allows you to define tag constraints on a MonoBehavior or ScriptableObject's field in the object selector.

ObjectSelectorHandlerWithTagsAttribute.tags

The tags to match. Because a GameObject can only have one tag, only one of them must be present.

ShaderData.Subshader.FindTagValue

Searches for the tag specified by tagName on this SubShader and returns the value of the tag.

RendererListParams.isPassTagName

If set to true, tagName specifies a Pass Tag. Otherwise, tagName specifies a SubShader Tag.

RayTracingInstanceCullingShaderTagConfig.tagId

A shader tag id. Use ShaderTagId constructor to create one (e.g. ShaderTagId(RenderPipeline).

RayTracingInstanceCullingShaderTagConfig.tagValueId

A shader tag id value. Use ShaderTagId constructor to create one (e.g. ShaderTagId(UltraHDRP).

RayTracingInstanceCullingShaderTagConfig

A Shader Tag configuration used by RayTracingAccelerationStructure.CullInstances to filter and classify Materials.

RayTracingInstanceMaterialConfig.optionalShaderTags

An array of Shader Tags used to determine the Material type.

RayTracingInstanceCullingMaterialTest.requiredShaderTags

An array of Shader Tags used by RayTracingAccelerationStructure.CullInstances to ignore Renderers or individual sub-meshes.

AssetLoadingSubsystem

Subsystem tags for the read request, describing broad asset type or subsystem that triggered the read request.

AsyncReadManagerRequestMetric.Subsystem

The Subsystem tag assigned to the read operation.

AsyncReadManagerSummaryMetrics.LongestReadSubsystem

The Subsystem tag for the longest read included in the summary calculation.

AsyncReadManagerSummaryMetrics.LongestWaitSubsystem

The Subsystem tag for the longest wait time included in the summary calculation.

UxmlFactory

Instantiates a TagField using the data read from a UXML file.

GUIStyle.richText

Enable HTML-style tags for Text Formatting Markup.

TextMesh.richText

Enable HTML-style tags for Text Formatting Markup.

Camera.main

The first enabled Camera component that is tagged MainCamera (Read Only).

TextElement.enableRichText

When false, rich text tags will not be parsed.

FrameDataView.GetFrameMetaDataCount

Gets the total number of metadata chunks for each id and tag pair in the frame.

FrameDataView.GetSessionMetaDataCount

Gets the total number of metadata chunks for each id and tag pair in the Profiler session.

HyperLinkClickedEventArgs.hyperLinkData

Parameters found in the hyperlink tag.

PBXCapabilityType.NearFieldCommunication

Definition of the Near Field Communication (NFC) Tag Reading capability requirements.

ProjectCapabilityManager.AddNearFieldCommunication

Add the Near Field Communication (NFC) Tag Reading capability.

QueryEngineFilterAttribute.paramTransformerFunction

Name of the parameter transformer function to use with this filter.Tag the parameter transformer function with the appropriate ...

ShadowObjectsFilter.DynamicOnly

Only renders GameObjects that do not include the Static Shadow Caster tag.

ShadowObjectsFilter.StaticOnly

Only renders GameObjects that include the Static Shadow Caster tag.

SortingLayer.name

Returns the name of the layer as defined in the TagManager.

SpritePackerMode.AlwaysOn

Always maintain an up-to-date sprite atlas cache for Sprite with packing tag (legacy).

SpritePackerMode.BuildTimeOnly

Updates the sprite atlas cache when the Player or bundles builds containing Sprite with the legacy packing tag.

UxmlAttributeDescription.Use.Required

The attribute must appear in the element tag.

UxmlAttributeOverridesTraits

Defines UxmlTraits for the AttributeOverrides tag.

UxmlStyleTraits

Defines UxmlTraits for the Style tag.

UxmlTemplateTraits

Defines UxmlTraits for the Template tag.

AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName

Get the Asset paths for all Assets tagged with assetBundleName and named assetName.

LayerMask.GetMask

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...

LayerMask.LayerToName

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.

LayerMask.NameToLayer

Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the Tags and Layers manager.

RenderingLayerMask.GetDefinedRenderingLayerCount

Returns a number of Rendering Layers defined in the Tags and Layers manager.

RenderingLayerMask.GetDefinedRenderingLayerNames

Returns a names of the defined Rendering Layers in the Tags and Layers manager.

RenderingLayerMask.GetDefinedRenderingLayersCombinedMaskValue

Returns value that represents all defined Rendering Layers in the Tags and Layers manager.

RenderingLayerMask.GetDefinedRenderingLayerValues

Returns a values of the defined Rendering Layers in the Tags and Layers manager.

RenderingLayerMask.GetLastDefinedRenderingLayerIndex

Returns an index of the last defined Rendering Layer in the Tags and Layers manager.

RenderingLayerMask.GetMask

Given a set of rendering layer names as defined in the Tags and Layers manager, returns the equivalent rendering layer mask for...

RenderingLayerMask.GetRenderingLayerCount

Returns a number of Rendering Layers defined in the Tags and Layers manager including empty ones.

RenderingLayerMask.NameToRenderingLayer

Given a rendering layer name, returns the rendering layer index as defined in the Tags and Layers manager.

RenderingLayerMask.RenderingLayerToName

Given a rendering layer index, returns the name of the layer as defined in the Tags and Layers manager.

RenderPipelineEditorUtility.TryAddRenderingLayerName

Add a new Layer to Rendering Layers in the Tags and Layers manager.

RenderPipelineEditorUtility.TryRemoveLastRenderingLayerName

Remove a last Layer to Rendering Layers in the Tags and Layers manager. The default Rendering Layer cannot be removed.

UxmlTraits

Defines UxmlTraits for the TagField.

WriteParameters.usageSet

The the texture, material, mesh, and shader usage tags to use when writing the serialized file.

WriteSceneParameters.usageSet

The the texture, material, mesh, and shader usage tags to use when writing the serialized file.

Material.SetShaderPassEnabled

Enables or disables a Shader pass on a per-Material level.

PassType

Shader pass type for Unity's lighting pipeline.

RayTracingInstanceMaterialConfig

This structure is used by RayTracingAccelerationStructure.CullInstances function to determine which types of Materials are used...

Collision.gameObject

The GameObject whose collider you are colliding with. (Read Only).

EditorGUI.hyperLinkClicked

Event used to react on clicks on a text hyperlink part.

EditorSceneManager.preventCrossSceneReferences

Controls whether cross-Scene references are allowed in the Editor.

FrameDataView.GetFrameMetaData

Retrieves metadata associated with the frame.

FrameDataView.GetSessionMetaData

Retrieves the metadata of the session this frame occurred in as a NativeArray.

Object.DontDestroyOnLoad

Do not destroy the target Object when loading a new Scene.

Packer.atlasNames

Array of Sprite atlas names found in the current atlas cache.

PrefabUtility.ApplyObjectOverride

Applies all overridden properties on a Prefab instance component or GameObject to the Prefab Asset at the given asset path.

ScriptableRenderContext.DrawRenderers

Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state.

Selection.objects

The actual unfiltered selection from the Scene.

Shader.globalRenderPipeline

Render pipeline currently in use.

SpriteAtlasManager

Manages SpriteAtlas during runtime.

TerrainInspectorUtility.TerrainShaderValidationGUI

Checks whether a Material is compatible with Terrain.

XRStats.TryGetStat

Retrieve a statistic for an XR subsystem.

CommonUsages.primary2DAxisClick

Represents the primary 2D axis being clicked or otherwise depressed.

CommonUsages.primary2DAxisTouch

Represents the primary 2D axis being touched.

CommonUsages.secondary2DAxisClick

Represents the secondary 2D axis being clicked or otherwise depressed.

CommonUsages.secondary2DAxisTouch

Represents the secondary 2D axis being touched.

Debug.LogError

A variant of Debug.Log that logs an error message to the console.

Debug.LogErrorFormat

Logs a formatted error message to the Unity console.

Debug.LogFormat

Logs a formatted message to the Unity Console.

Debug.LogWarning

A variant of Debug.Log that logs a warning message to the console.

Debug.LogWarningFormat

Logs a formatted warning message to the Unity Console.

FilterAttribute

Tell the shader system which shader keywords to include or remove from the build, based on the data field underneath.

ILogHandler.LogFormat

Logs a formatted message.

Logger.LogFormat

Logs a formatted message.

Material.GetShaderPassEnabled

Checks whether a given Shader pass is enabled on this Material.

Material.rawRenderQueue

Raw render queue of this material.

Material.renderQueue

Render queue of this material.

OnDemandResources.PreloadAsync

Creates an On Demand Resources (ODR) request.

ProfilerRecorder.CurrentValue

Gets current value of the Profiler metric.

ProfilerRecorder.LastValue

Gets the last value collected by the ProfilerRecorder.

RayTracingInstanceCullingMaterialTest

This structure is used by RayTracingAccelerationStructure.CullInstances function to avoid adding Renderers to the acceleration ...

Recorder.elapsedNanoseconds

Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only)

RenderQueue

Determine in which order objects are renderered.

RenderQueue.AlphaTest

Alpha tested geometry uses this queue.

RenderQueue.Background

This render queue is rendered before any others.

RenderQueue.Geometry

Opaque geometry uses this queue.

RenderQueue.GeometryLast

Last render queue that is considered opaque.

RenderQueue.Overlay

This render queue is meant for overlay effects.

RenderQueue.Transparent

This render queue is rendered after Geometry and AlphaTest, in back-to-front order.

Shader.renderQueue

Render queue of this shader. (Read Only)

SortingLayer

SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named Defaul...

SortingLayer.layers

Returns all the layers defined in this project.

TextMesh.color

The color used to render the text.


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