# Tag & Layer Reference

{% hint style="info" %}

* Make sure to create tags called:&#x20;
  * **ExaminePoint** (Tag for the ***ExaminePoint*** gameobject parented to the ***ExamineCamera***)
  * **InspectPoint** (Tag for every single inspect point that exists for an object)
  * **InteractiveObject** (For everyone objects that can be interacted with)
    {% endhint %}

{% hint style="info" %}

* Create layers:&#x20;
  * User Layer 8: **ExamineLayer** (Doesn't need to be added to objects- ONLY referenced in code)
  * User Layer 9:**InspectPointLayer** (add for every single inspect point)
  * User Layer 10: **PostProcess** (Making sure that only one camera will render these effects)
  * User Layer 11: **PadlockSpinner** (So the Physics Raycaster can find the padlock spinners for interaction)
    {% endhint %}

{% hint style="warning" %}
**LAYER NOTE:** If you can place these on the corresponding User Layers (As below) it is easier for setup, as Unity will automatically place them in the correct places so the below information might not be all relevant to you. (It's worth checking through just in case)

* IF NOT added to these layers check the sections below on **Checking Prefabs (See side bar)** - Just to confirm all appropriate layers are added and no issues arise.
  {% endhint %}

| GameObject                 | Tag                   | Layer                 |
| -------------------------- | --------------------- | --------------------- |
| MainCamera                 | **MainCamera**        | Default               |
| ExaminePoint               | **ExaminePoint**      | Default               |
| Any Interactive Object     | **InteractiveObject** | Default               |
| Any Inspection Point       | **InspectPoint**      | **InspectPointLayer** |
| Padlock Spawnable Spinners | Untagged              | **PadlockSpinner**    |
| Post Processing Volume     | Untagged              | **PostProcess**       |


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