Rhythm Game Starter
  • 🎹Rhythm Game Starter
  • 🌈Showcase
  • 💡FAQ
  • 💻Demo
  • Quick Start
  • ➡️Getting Started
    • Template Workflow
    • Bare Workflow
  • ⭐Components Overview
    • Input Handling [New]
    • Song Manager
    • Stats System
    • Track Manager
    • Track
  • 🎙️Importing Songs
  • 🎼Creating Song Map
    • Recording Mode [0.5+]
    • Sequence Editor
    • Midi Import
      • Track Mapping
      • Note Type Mapping
  • ⏯️Control Song Play / Pause
  • ✨Customization
    • Custom Notes
    • Customize note instance in runtime
    • Note Effects
  • Integration
    • Naninovel
  • Advance
    • Asmdef
  • Notices
    • ⚠️ Limitations
  • Development
    • 💡Development Tips
    • 🔧Changelog
  • Support
    • 💬Discord
    • Asset Store
    • Main Site
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  • Overview
  • Bonus

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  1. Components Overview

Track

Structure of the Track GameObject.

PreviousTrack ManagerNextImporting Songs

Last updated 4 years ago

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Overview

1. Trigger Area

Each track has its own TriggerArea, which has a BoxCollider that will only accept touch input if you hit inside the collider.

2. Note Area

The NoteArea is used to detect whether a note is in range for the trigger, and it handles most of the note trigger logic.

3. Line Area

This marked the position for the note to hit at the corresponding time and also used to calculate how precise a note is being triggered.

4. Mask

This is a simple sprite mask, important for hiding the long note part

Bonus

Each track is a self-contained prefab, and in runtime, the notes will be parented under each individual track, so it's also possible to move each track during runtime, or position differently.

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