Why use tags to create unbreakable blocks when you can just dupe the breakable one and unassociate the block script that causes breakage? A block with just a collider and nothing more. What’s the difference? It seems to me that using one that has no scripts associated with it would be more efficient?
I was wondering the same thing, but instead of a different script, I just made a serialized field for isBreakable, and can prefab blocks that have it marked true or false. Is using a tag vs serialized bool field better performance wise at all?
maybe someone just say
“Hey ! i hope some block was breakable!”
then you can use tag to do this way
like a simple switch
i guess.