void Start() { Beatmap.CurrentlyLoaded = new Beatmap() { SliceCount = 8, Bpm = 120, }; Beatmap.CurrentlyLoaded.Notes = new Queue <Note>(new Note[] { new Note() { Slice = 1, Tick = 50 }, new Note() { Slice = 2, Tick = 70 } }); List <NoteSliderObject> noteSliders = new List <NoteSliderObject>(); for (int i = 0; i < Beatmap.CurrentlyLoaded.SliceCount; i++) { var noteSlider = new GameObject("NoteSlider" + i, typeof(NoteSliderObject)).GetComponent <NoteSliderObject>(); noteSlider.Triangle = GetTriangleForSlice(i, 4); noteSlider.Material = NoteSliderMaterial; noteSlider.Slice = i; noteSlider.transform.rotation = Quaternion.Euler(0, 0, -(360 / Beatmap.CurrentlyLoaded.SliceCount) * i + 180); noteSliders.Add(noteSlider); } NoteSlider = noteSliders.ToArray(); Rhythm.OnTick += (int beat) => { Note temp; for (int i = 0; !((temp = Beatmap.CurrentlyLoaded.GetNoteAt(i)) == null) && temp.TicksToThis <= SpawningTick; i++) { Beatmap.CurrentlyLoaded.RemoveNote(temp); NoteObject.Create(temp); temp.isLoaded = true; } }; Rhythm.Running = true; }