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Tag Manager

Overview

Sinespace reserves a specific set of Unity tags and layers. The Editor Pack installs them the first time it loads in a new project, so in normal use there is nothing for you to set up. This page covers the ones you assign yourself, and what to do if the set goes missing.

Keeping an object out of the upload

Tag an object BypassExport to exclude it from the uploaded scene. The exporter skips tagged objects, which makes this the standard way to keep reference geometry, blockout shapes, guide objects and lighting rigs in your working scene without shipping them to the region.

This is the tag you are most likely to set by hand.

Post processing needs the TransparentFX layer

Put your Post Process Volume on the TransparentFX layer. Post processing does not take effect otherwise, and saving the scene reports:

Please set your Post Process Volume to the TransparentFX layer for it to work; or if this is intended, add the keyword 'nolayer' to the gameobject's name.

If you deliberately want a volume off that layer, put nolayer in the GameObject's name and the check will pass.

Scenes created through File > New Sinespace Scene already have their Post Processing Settings object on the right layer, so this normally only comes up on scenes you built by hand or imported.

Layers the SDK sets for you

Some layers are applied by components rather than by you. Clickables is the common one: the Clickable component assigns it when it initializes. Add the component and let it set the layer, rather than setting the layer yourself. An object placed on Clickables by hand, with no Clickable component on it, looks correct in the editor and does nothing in the world.

The full set

These are the names the Editor Pack installs.

Tags: BypassExport, explosion, PickUp, Alpha, Obstacle, booster, ground, Ramp, missile, Level Geometry, shield, Electricity, Avatars

Only BypassExport changes what Sinespace does with your object. The rest are long-standing names that no Sinespace component reads, so they behave exactly like a tag you add yourself. Use them in your own scene logic if they happen to suit you, or ignore them.

Layers, beyond Unity's own built-ins: Vehicles, Player, Avatars, Clickables, ImportantInScene, NotImportant, VeryImportantInScene, NotImportantLandmark, Hidden, Impassable, SpecialFX, SpecialFX2, VehicleImpassable, SpecialFX3, SpecialFX4, SpecialFX5

Leave the layers in place. Unity stores an object's layer as an index rather than a name, so renaming or reordering the list changes the meaning of every object already assigned to it.

If the tags are missing

You will notice this when Sinespace tags or layers are absent from Unity's dropdowns, or when the Editor Pack window shows the notice "You need to install our input manager, layer and graphics settings". It usually means the project was created before the Editor Pack was installed, or that project files were moved between machines without their settings.

To restore them, click Sinespace > Install Editor Pack Settings... in the Unity top menu bar and wait for the confirmation dialog. The same install runs from the Install button in Sinespace > About Editor Pack.

Alongside the tags and layers, this also restores the Editor Pack's input bindings and graphics settings, and it sets the project to Force Text serialization, Linear color space, and the Deferred rendering path.