Track
Structure of the Track GameObject.
Last updated
Structure of the Track GameObject.
Last updated
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
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.