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Render Tags

<cat>Code.Rendering</cat> <title>Render Tags</title> # Render Tags [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). A Scene Object will automatically inherit tags from the [Entities](https://wiki.facepunch.com/sbox/Entities) that own them. ## Default Tags ### Particles All [Particles](https://wiki.facepunch.com/sbox/Using_particle_systems_from_CSharp) will automatically have the `particles` tag applied to them. ### World The game world including all Hammer meshes and static objects will automatically have the `world` tag applied to them. ### Lighting All lights automatically have the `light` tag applied, but some lights will have additional tags applied such as `spotlight`, `ortholight`, or `envlight`. # Usage 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. ## Render Tags If this set contains any tags, the camera will *only* render Entities or Scene Objects that have any of these tags. ## Exclude Tags If this set contains any tags, the camera will *exclude* Entities or Scene Objects that have any of these tags from rendering. # Example 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: ```csharp Camera = new SceneCamera( "Minimap" ); Camera.World = Game.SceneWorld; Camera.RenderTags.Add( "world" ); ```