Having a unique global ID associated with a GameObject makes it easy to find what you're looking for no matter how it's instantiated and without creating a mess of inter-dependencies. BTagged strives to add a clean, native-feeling UI to make this as simple as possible.
Add to that a reactive system, DOTS/ECS support and reference finding and you have a professional solution that scales with your project.
Available here on the Asset Store.
1. Categorised Tags with search
Nest Tags and Groups to your heart's content.
Duplicate & rename the tags or groups at any time.
Delete a tag or group and your project will be scanned for any references so you can do so in confidence.
2. Reference Finding
Select a Tag in the project view and check out every use in every scene & prefab across your project.
Click the dot to jump straight there.
3. DOTS Workflow
As Unity moves to DOTS/ECS over the coming years, it's good to know that the same workflow not only applies but thrives!
Put a tagged GameObject in a subscene and all tags will be converted to a BlobAssetReference for the entity. Of course the API supports gc-free quick finding of tagged entities, including their hierarchical relationships.
4. Reactive System for GOs
Sometimes it's just really convenient to know when a GameObject is instantiated or destroyed for example. Add a listener to the tag and write code that reacts to whatever spawns in your scene.
Committed to support
Comes with all code
Any exposed reference of a Tag will automatically inherit the same PropertyDrawer
Easily extendable. There are many uses for a property drawer that manages SerializedObjects. In the up-coming BTween package BTagged is used for categorising not only tags but serialized events & animations too.
BTagged will come included with BTween when released (ETA early 2021)
Unity 2020.1.0f1 or newer.