Troubleshooting
Gameplay Tags does not appear in Game Creator settings
Section titled “Gameplay Tags does not appear in Game Creator settings”- Confirm Game Creator 2 Core is installed.
- Wait for Unity compilation to finish.
- Resolve every compiler error in the Console.
- Reopen the Game Creator settings.
- Confirm the plugin package is present in the Unity project.
A Condition does not match
Section titled “A Condition does not match”Check:
- the target or its parent has an enabled
GameplayTagComponent; - the selected tag is defined in the repository;
- the owned and queried paths are in the expected direction; and
- Exact versus Include Children matches the intended behavior.
Owned: Damage.Type.FireQuery: Damage.TypeInclude Children: trueResult: trueThe reverse direction is false.
A renamed tag no longer resolves
Section titled “A renamed tag no longer resolves”Open the tag manager and run validation. Check for missing redirect targets or redirect cycles. Renames preserve GUIDs and create path redirects, but they do not synchronously rewrite every serialized project asset.
If a reference remains missing, compare it with an exported repository or a version-control checkpoint.
A deleted tag left missing references
Section titled “A deleted tag left missing references”Deletion removes the selected repository entry and descendants without creating redirects or scanning every asset. Restore from version control or an export when appropriate, then replace references deliberately before deleting again.
A runtime mutation appears to have no effect
Section titled “A runtime mutation appears to have no effect”- Do not mutate a container returned by
GameplayTagComponent.RuntimeTagsor.Tags; it is a copy. - Call
AddTag,RemoveTag,SetTags,SetPrimaryTag, orClearTags. - An empty tag and an existing duplicate are ignored.
- Adding a parent when a descendant is stored is redundant and does not change the container.
An object query is expensive
Section titled “An object query is expensive”Global object queries inspect active GameplayTagComponent instances. Move frequent work toward:
- direct checks on known objects;
- trigger or collision Events;
- raycast or overlap candidates narrowed by layer; or
- cached results updated on meaningful state changes.
Frequently asked questions
Section titled “Frequently asked questions”How are Gameplay Tags different from Unity Tags?
Section titled “How are Gameplay Tags different from Unity Tags?”Unity Tags provide one flat tag per GameObject. Gameplay Tags allow multiple hierarchical tags and parent queries. Continue using Unity Tags when Unity or another asset requires them.
Why not use booleans?
Section titled “Why not use booleans?”Booleans are appropriate for small local facts. Tags become useful when several prefabs, scripts, Actions, and Conditions need the same named state.
Can tags be added at runtime?
Section titled “Can tags be added at runtime?”Yes. Use Game Creator Actions or component methods:
component.AddTag(GameplayTag.FromPath("Character.State.Stunned"));component.RemoveTag(GameplayTag.FromPath("Character.State.Stunned"));Can one GameObject have several tags?
Section titled “Can one GameObject have several tags?”Yes. Use GameplayTagComponent in Container mode. Single Tag mode is available when one primary
value should be retained.
Can the runtime API be used without Game Creator 2?
Section titled “Can the runtime API be used without Game Creator 2?”Custom C# systems can call the runtime API, but the package depends on Game Creator 2 Core and is not documented as a standalone package.
What happens with an undefined tag?
Section titled “What happens with an undefined tag?”Undefined values can produce warnings in the Editor or development builds when passed through the tag service. Prefer the tag picker and run repository validation after imports or large changes.
If these checks do not resolve the problem, follow the support guide.

