# Track

### Overview

![](https://32629026-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2Frhythm-game-starter%2F-M77mUOMVMimR0SwIx0Y%2F-M77pUz1YO1txYRD45LD%2F43.png?generation=1589286143589144\&alt=media)

**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.

![](https://32629026-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2Frhythm-game-starter%2F-M77mUOMVMimR0SwIx0Y%2F-M77pUz2-tg1wNbD4ado%2F44.png?generation=1589286143613234\&alt=media)

**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.

![](https://32629026-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2Frhythm-game-starter%2F-M77mUOMVMimR0SwIx0Y%2F-M77pUz3rYmSzMm_3JH_%2F45.png?generation=1589286143596182\&alt=media)

**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.

![](https://32629026-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2Frhythm-game-starter%2F-M77mUOMVMimR0SwIx0Y%2F-M77pUz-HfZp_9C6Lvpk%2F41.png?generation=1589286143603993\&alt=media)
