Why use Hierarchical Tag Forge?
Hierarchical Tag Forge is a production-grade, Unreal-style hierarchical gameplay tag framework for Unity. It gives you a single, consistent vocabulary you can use across your entire project; abilities, AI states, items, units, weapons, buffs/debuffs, events, UI flows, quest flags, and more; while keeping runtime lookups fast, deterministic, and scalable as your content grows. Instead of relying on fragile string comparisons, scattered enums, one-off manager scripts, or concrete type references, you maintain a centralized Gameplay Tag Database and query it efficiently at runtime through optimized access patterns designed for real game workloads.
A core focus of Hierarchical Tag Forge is performance: the runtime APIs and query evaluation are structured for zero-GC allocation during gameplay querying, enabling frequent checks and complex evaluations without avoidable garbage collections; ideal for AI, combat, state machines, and systemic gameplay.
///KEY STRENGTHS///
Hierarchical organization: Define tags in a clean parent/child structure (e.g., Ability.Magic.Fire.Fireball) that scales to large projects.
Fast runtime access: Designed for repeated tag checks in hot gameplay loops.
Zero-GC querying: Query evaluation is built to avoid per-call allocations during runtime usage.
Three ways to use tags (choose your workflow):
Automated code generation: Bake generates a flat static class containing constant tag references, giving you clean, typo-proof access in code without hand-authoring declarations.
Editor-first authoring: Dedicated tooling for daily tag creation, browsing, and maintenance.
Tag pickers & property drawers: Inspector-ready UX for selecting tags and containers safely; no string entry, no guessing.
Query Builder UI: Build and visualize tag queries in-editor rather than hand-authoring complex logic.
GAS-style Requirements Query asset: Author requirement logic like Require All, Require Any, and Block Any (great for ability gating, interactions, equipment rules, and state constraints).
Reactive gameplay support (built-in, minimal setup):
Hierarchical Tag Forge includes a practical “ownership” component out of the box:
This enables common production patterns; doors, interactables, devices, UI states, buffs, or world triggers, to be driven by tags immediately.
Production validation/baking: Catch hierarchy issues, collisions, and invalid data early, before runtime.
Scales with content: Works whether you have dozens of tags or tens of thousands.
///HIERARCHICAL TAG FORGE INCLUDES///
Gameplay Tag Database (core asset):
A centralized database asset that stores and organizes your hierarchical tags. This becomes the source of truth for your project’s tag vocabulary.
Tag Manager (Editor Window):
A purpose-built editor tool for creating, organizing, searching, and maintaining your tags quickly. Designed for day-to-day production iteration.
Tag Pickers / Property Drawers:
Inspector-ready UI for selecting tags and tag containers safely and quickly; no fragile string entry, no guesswork.
Query Builder UI:
An editor interface for authoring and inspecting tag queries. Useful for designers and programmers alike when building complex condition logic.
Tag Requirements Query (GAS-style):
A dedicated “requirements” style asset for common gating logic:
Ideal for abilities, interactions, equippables, AI behaviors, quest conditions, and UI state gating.
Code-Declared Tags:
Support for declaring tags in code for stable global references and structured workflows.
Bake + Automated Code Generation:
A bake workflow that validates your database and can generate code for easy runtime access. Generated output includes a flat static class of constant tag references, enabling a workflow where users:
Validation & Baking Pipeline:
A bake/validation pass to ensure your database is internally consistent and runtime-ready.
Demo Scene + Template Code:
A complete demo scene with prebuilt example code that demonstrates the expected usage patterns across the system. The examples are designed to be directly reusable with minimal changes.
Performance TestHarness (Profiling):
A dedicated TestHarness intended for profiling and validation, including stress scenarios such as 100,000s of queries across 1,000s of owners per frame, so users can measure real runtime cost and confirm the zero-allocation query approach in their own project context.
Choose your preferred integration style:
Use tags at runtime via tag fields, tag containers, and queries; driving AI decisions, ability gating, item rules, animation states, quest flags, UI flows, and more.
Use the demo + TestHarness to accelerate integration and validate performance.
///WHAT HIERARCHICAL TAG FORGE IS NOT///
It is not an ability system, inventory system, quest system, or AI framework.
It does not replace your gameplay architecture; it provides a high-performance vocabulary layer that makes your systems cleaner, more consistent, and easier to scale.
///DISCLAIMERS///
12th Gen Intel(R) Core(TM) i9-12900K (3.20 GHz)
///SUPPORT/ CONTACT///
If you run into issues or have feature requests, contact me directly. For bug reports, please include:
Email: anthony.halstead@carryforgestudio.com
Discord: https://discord.gg/9RCShGqktS
Website: https://carryforgestudio.com
YouTube: CARRY FORGE - YouTube