Impact Main Page API Reference Change Logs
Installation
Impact Tags Impact Tag Library Using Impact Tags
Impact Manager Material Mapping
Impact Materials Impact Material Interaction Sets
Impact Interactions Audio Interactions Particle Interactions Decal Interactions Decal Management
Impact Objects Impact Object Single Material Impact Object Rigidbody Rigidbodies With Multiple Materials Impact Object Rigidbody (Cheap) Impact Terrain
Impact Triggers Physics Triggers Impact Collision Trigger Impact Velocity Collision Trigger Impact Slide and Roll Trigger Impact Simple Collision Trigger Impact Speculative Collision Trigger Impact Particle Collision Trigger Impact On Trigger Enter Impact On Trigger Stay Other Triggers Impact Raycast Trigger
Extending Impact Custom Impact Triggers Interaction Data Custom Impact Interactions Impact Interactions Interaction Results IInteractionResult IContinuousInteractionResult Custom Impact Objects Custom Impact Materials Custom Impact Tag Libraries
FMOD Integration Setup FMOD Audio Interaction FMOD Parameters Notes
Wwise Integration Setup Wwise Audio Interaction Wwise RTPCs Notes
Master Audio Integration Setup Master Audio Interaction Notes

Impact Tags

Impact Tags are the foundation by which Impact determines what interactions to play. Tags can be anything you want. They can correspond to simple material types like "Hard" and "Soft" materials, more detailed material types like "Metal", "Wood", or "Stone", or even represent events or actions like "Footstep" or "Bullet Impact".


Impact Tag Library

The Impact Tag Library defines all of the tags that will be used throughout the Impact system. You can create a new Impact Tag Library by going to Assets > Create > Impact > Impact Tag Library.

You can define up to 32 tags, in any order and using any values you like.

Typically your project will only need one tag library, but it is technically possible to use multiple tag libraries. Just remember that under the hood tags are represented only by integers, so using multiple tag libraries with different tag names does not mean you can have more than 32 tags.

Note: It is recommended that you create a new Impact Tag Library rather than reusing the tag library that comes with the demo. This is because Unity will by default overwrite the tag library asset when you update the Impact package, since the tag library asset will have the same GUID as the one contained in the Impact package.


Using Impact Tags

Impact Tags can be very useful to define in your own code. Impact Tags have 2 data structures related to their use:

  • ImpactTag – A data structure representing a single tag.
  • ImpactTagMask – A data structure representing a mask with potentially multiple tags set.

All you have to do to use these data structures is create serialized properties for them:

//Show tag and tag mask in the inspector
[SerializeField]
private ImpactTag myImpactTag;
[SerializeField]
private ImpactTagMask myImpactTagMask;

A custom inspector will automatically be displayed for the tags and tag masks. As an example, the character controller provided in the demo uses the ImpactTag data structure to define its footstep and weapon impact tags.

The first field is an Impact Tag Library which is used to display a user-friendly dropdown for the tag or tag mask. The second field represents the actual value of the tag or tag Mask. If you don't provide an Impact Tag Library the raw integer value of the tag will be displayed.