Logic Gadgets: Tag


Name of gadget Tag
Section Sensors & Input
Number of Tweak pages 1
Author LadylexUK, QuietlyWrong
Last updated 25 February 2020 [v2.05]


This gadget provides a target, an exact location. It can be attached to an object or character or stand on its own. By itself, it does little, though it can be used to get the exact location, orientation and scale of the tag. However it becomes extremely useful in combination with other gadgets that can be made to specifically look for and interact with powered tags. The name of the tag is extremely important as a unique identifier; you refer to this name in other gadgets that interact with tags, such as the Follower gadget or Trigger Zone.

When you stamp down a tag, a small position gizmo will appear just above it (a dotted line leads from the gadget to its gizmo). This can be used to separate the gadget itself from the position it points to. See below (“The tag’s reference point”) for more information about this.

Example Tutorial (from Media Molecule)

  1. Stamp a cube.
  2. Grab a follower and use surface snap to attach it to the cube.
  3. Stamp a tag somewhere in your level.
  4. Name the tag in the tweak menu (call it “home”)
  5. Open the follower tweak menu and enter “home” under tag name.
  6. On second page of follower tweak menu change min distance to 2m
  7. Use start time.
  8. Grab the tag and move it around your level. The cube should follow you.

Tweak Menus

Image: Beta. Confirmed same in v2.05 (different colour)
  1. Name of Tag (change here)
  2. Tag Output
    2b. Numeric output (0-1) with player data
  3. Scene space transform
    3b. Transform output (position, orientation & scale)
  4. Power


  1. Name of tag
    Although it is always a good idea to name your gadgets, the tag name is especially important as you will use this as the unique identifier for this gadget and will be typing this into other gadgets. Be careful with spelling and use of capitalisation and spaces, and make sure it is unique from other tags that you do not want to have the same properties. You can have many tags of the same name, using power to turn on and off (to create a path for example).
  2. Tag Output
    This provides a continuous signal between 0 and 1 (0 is not detected, 1 if detected, and a number between 0 and 1 if falloff detection is used). Player data is also included in the fat wire.
  3. Scene Space Transform
    Outputs a fat wire containing information that can be split into position, orientation and scale.
    Details of position can be obtained by putting the Scene Space transform output through a splitter and then putting the translation output through another splitter to get A (x axis), B (y axis) and C (z axis) (I recommend you use the number to three decimal places for accuracy).
    Orientation can be determined by putting the Scene Space transform output through a splitter and then putting the rotation output through another splitter to get X, Y and Z rotation.
    Scale refers to the size of the tag and not any object it is attached to; however the act of scaling an object will automatically scale any tags (or other logic) that are in the same group.
  4. Power
    Turn this gadget on/off here.

The Tag’s Reference Point

When you stamp down a tag and select it, you’ll see a move handle appear next to it. By default, this is just above the gadget (or the microchip that it’s snapped to). You can grab this with your imp to drag it anywhere in your scene, or to rotate it to any angle. In this way, you can separate your tag gadget from the reference point that it applies to. The gizmo only appears when the tag is selected or its tweak menu opened.

For example, if you place a tag in a basic puppet’s microchip (assuming you haven’t moved that chip), the tag’s point of reference will be just in front of the basic puppet’s feet. If you want sensors to detect, say, the centre of the puppet’s torso, you could drag the reference point’s move handle to that location instead.

You’ll note that the reference point can be rotated as well as relocated. This will affect the output of the Scene Space Transform gizmo.

Notice that the gizmo expands when it is first adjusted in this way, from a little crosshair to a ball with three axes coming out of it. This indicates that the tag’s position is not at its default. If you drag such a tag on to a microchip, the position gizmo will jump back to its previous position, regardless of the microchip’s location. In this way, you can achieve some separation between the position of the logic and the position of the tag’s in-scene reference. If you want to return the gizmo back to its default position, simply hover the tip of your imp over the centre of the gizmo and press Triangle, just like resetting any other tweak to its default value.

If the move handle ends up a long way from the tag and you can’t find it, just select the tag or open its tweak menu and a dashed line will link the gadget to the tag’s reference point. Take care when the reference point is off-screen and you are moving and rotating the gadget (or anything the gadget is fixed to) because you will move that point of reference at the same time – it remains fixed to the gadget, not to its current position in space.

If, inversely, you can see the reference point you can hover the imp tip over it and “quick zoom” to the corresponding tag gadget with L1 and R1 .

Lex Tips

This is a pretty powerful gadget and can be used to create paths for NPCs to follow, directions for characters to turn in, positions for objects to move to as well as labelling objects with unique identifiers.

The usefulness of this gadget comes from the number of other gadgets that work with it as follows:

Useful Tutorials

Beginners Guide to Tags and Trigger Zones

Version Updates

v.1.02 Added new information to the scene space transform tweak. Confirmed menus same as in Beta.

v2.05 Change of colour only, to match other Sensors & Input gadgets.


One thought on “Logic Gadgets: Tag

Add yours

  1. I can confirm that the the position, orientation, and scale values can be further split into their individual components. Position splits into x, y, z more or less as you would expect, though IIRC they’re relative to the orientation of a little gizmo that connects to the tag, rather than being true global coordinates. (So you could say, swap x and y if you wanted to.)

    The position of the gizmo decides the tag’s center point. So if you attach a tag to a puppet and set the gizmo inside the puppet’s head, and move the puppet so it’s head is at the global origin point (good luck finding it, lol), then the position given by the tag will be roughly (0, 0, 0). I think.

    Liked by 1 person

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