Revision Difference
RenderTags#548800
<cat>Code.Rendering</cat>⤶
<title>Render Tags</title>⤶
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# Render Tags⤶
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[Entity Tags](https://wiki.facepunch.com/sbox/Entity_Tags) and tags assigned to Scene Objects can be used to filter out what should be rendered by a [Camera](https://wiki.facepunch.com/sbox/Camera).⤶
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A Scene Object will automatically inherit tags from the [Entities](https://wiki.facepunch.com/sbox/Entities) that own them.⤶
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## Default Tags⤶
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### Particles⤶
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All [Particles](https://wiki.facepunch.com/sbox/Using_particle_systems_from_CSharp) will automatically have the `particles` tag applied to them.⤶
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### World⤶
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The game world including all Hammer meshes and static objects will automatically have the `world` tag applied to them.⤶
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### Lighting⤶
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All lights automatically have the `light` tag applied, but some lights will have additional tags applied such as `spotlight`, `ortholight`, or `envlight`.⤶
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# Usage⤶
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You can change which Entities or Scene Objects a [Camera](https://wiki.facepunch.com/sbox/Camera) should render by adding any tags associated with them to either `RenderTags` or `ExcludeTags` on the camera.⤶
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## Render Tags⤶
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If this set contains any tags, the camera will *only* render Entities or Scene Objects that have any of these tags.⤶
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## Exclude Tags⤶
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If this set contains any tags, the camera will *exclude* Entities or Scene Objects that have any of these tags from rendering.⤶
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# Example⤶
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If you had a minimap in your game and you wanted its camera to only render the world and nothing else, you could do this:⤶
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```csharp⤶
Camera = new SceneCamera( "Minimap" );⤶
Camera.World = Game.SceneWorld;⤶
Camera.RenderTags.Add( "world" );⤶
```