# Gameplay Tag

#### GameplayTags are names used to classify and describe the state of an object.

They are useful for categorizing and identifying the properties or status of an entity (ASC).&#x20;

<figure><img src="https://585731495-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FPvnvgshL169KwwsLUx0q%2Fuploads%2FEYuyalvAwfxpAhyOjaMf%2Fimage.png?alt=media&#x26;token=0d2c5dbb-85cf-4862-80cc-68ca5ec83463" alt=""><figcaption></figcaption></figure>

For example, a character being "stunned" could be assigned a "State.Debuff.Stun" gameplay tag to represent its current condition. These tags can replace traditional boolean or enum-based handling and enable boolean logic to determine if objects possess specific tags.&#x20;

But they can also be used to represent other things unrelated to the ASC.&#x20;

Examples of gameplay tags include "Enemy.Boss", "Weapon.Ranged", "Environment.Underwater", and "Status.Poisoned".

<figure><img src="https://585731495-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FPvnvgshL169KwwsLUx0q%2Fuploads%2FZkZwBqWZ2HHcClSxs0iu%2Fimage.png?alt=media&#x26;token=b045df78-63f1-442c-b982-d3b964c4b94a" alt=""><figcaption></figcaption></figure>

#### GameplayTags are used to identify which [GameplayCues](https://feliperoddd.gitbook.io/gasify/gameplay-cue) will be triggered.

They are registed in the Cue Library to associate a gameplay tag with a prefab to be instantiated.

<figure><img src="https://585731495-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FPvnvgshL169KwwsLUx0q%2Fuploads%2FtKOmXqmFVbGfuSiq2w3I%2Fimage.png?alt=media&#x26;token=e753f873-aca4-485b-9395-a5414e3d6180" alt=""><figcaption></figcaption></figure>
