Add and Remove Tags from the Properties Panel [Beta]

You’re asking for too much lol

13 Likes

As a programmer who works with very confused designers, modelers, and other artists, this may be my favorite Roblox update all year.

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It’s because for example if I have a lot of bushes, and trees, but they’re in different folders I could simply add tags and I’m then I can do whatever I want

11 Likes

Ah yes, better organization. Thanks.

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How know chat gpt from this future

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Finally! The old tag plugin was very janky and literally broke for me.

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Thanks for taking time to explain the background on the delay. Great QOL feature for anyone tag based systems.

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LOL now I can see all the tags in my game

image

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Ok, this is a W

This is something I randomly brainstormed about 2 years ago when I looked at all the kill scripts in all my kill bricks, glad to see there are somewhat like-minded people over at Roblox, I was beginning to think that developers and the board were basically a different species

Big McThankies from McSpankies.

12 Likes

While you guys are working on this can we get a way to quick rename attributes? The process of clicking the cogwheel then renaming that way is kinda jank

9 Likes

LETS GO!
This update will be useful for my projects and I will tell my developers about this too.

10 Likes

Meanwhile changing the value type of attributes not being possible.

9 Likes

That kind of makes sense though?

but yeah renaming should be as simple as clicking the name, remove the cog wheel and replace it with an X like tags do currently.

@tnavarts

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It’s also not possible to rename tags.

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so how exactly do you connect this to a script? lets say i had a part named bob, would i get to the tag using the directory/path bob.tag (or bob.[tag name] or a different way???

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as a person who barely knows anything about scripting and can only design very simple stuff, i would much prefer tags over giving myself a migraine because I can’t figure out indexing or ipairs

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Haha, you still have to use ipairs to get the items which are tagged, which is why I was confused on the use. Also, I was confused by ipairs at first but it really isn’t complicated AT ALL if you read about it. Now, I’ve used ipairs in probably 20 different situations throughout my scripts.

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local CollectionService = game:GetService("CollectionService")
local function onFoo(object)
    -- Do stuff with the object
end
-- Handle static Instances existing at startup with the tag
for _, foo in CollectionService:GetTagged("Foo") do
    onFoo(foo)
end
-- Handle Instances which get dynamically added later on with the tag
CollectionService:GetInstanceAddedSignal("Foo"):Connect(onFoo)

Note that the engine is optimized to make GetTagged / GetInstanceAddedSignal very performant, and this code is significantly more efficient than searching for Instances in other ways would be.

Games which use a lot of tags normally wrap this setup in a wrapper so they can do something like this for each tag they care about:

bindTag("Foo", function(fooInstance)
    -- setup for the Instance
end)
10 Likes

Let me copy the Tag from property window
image

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Curious of me, why are small changes like this considered a beta feature if it’s working flawlessly?

Also say I have a game that works for both dummies and actual players, should I assign a tag in players’ characters and dummies as a way to get them easily without utilizing an iteration loop in workspace to fetch them?

5 Likes