When you use Komodo as a package at the moment, the tag list is incomplete. I suspect this is because Unity detects which prefabs have tag strings on them and auto-generates those tags.
Example (MenuUI.prefab):
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7837119552983968088}
- component: {fileID: 7946481211550140238}
- component: {fileID: 7946847445959112422}
m_Layer: 5
m_Name: List
m_TagString: UIInteractable
^
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!224 &7837119552983968088
So in theory we could add a prefab to gelic-idealab/komodo-unity to force projects that use Komodo to generate those tags. As in, the prefab looks like this:
TagGenerator
Interactable
UIInteractable
UserIgnore
HandL
HandR
Hands
...
And if you click on each item, it is tagged with its own name.
But it might be better to write up a tag manager and add Komodo tags to a user's project. We should "namespace" the tags if we can too -- UIInteractable -> KomodoUIInteractable, or something like that.
https://answers.unity.com/questions/33597/is-it-possible-to-create-a-tag-programmatically.html
When you use Komodo as a package at the moment, the tag list is incomplete. I suspect this is because Unity detects which prefabs have tag strings on them and auto-generates those tags.
Example (MenuUI.prefab):
So in theory we could add a prefab to gelic-idealab/komodo-unity to force projects that use Komodo to generate those tags. As in, the prefab looks like this:
And if you click on each item, it is tagged with its own name.
But it might be better to write up a tag manager and add Komodo tags to a user's project. We should "namespace" the tags if we can too -- UIInteractable -> KomodoUIInteractable, or something like that.
https://answers.unity.com/questions/33597/is-it-possible-to-create-a-tag-programmatically.html