# Anchors & Colliders: On air

> Takes, glides and what Program and Preview show.

Glider documentation · Building Graphics · Web page: https://cgglider.com/docs/anchors-colliders/on-air/

Sections of this page: [The toolbox](https://cgglider.com/docs/anchors-colliders.md) · [Anchors](https://cgglider.com/docs/anchors-colliders/anchors.md) · [Colliders](https://cgglider.com/docs/anchors-colliders/colliders.md) · [On air](https://cgglider.com/docs/anchors-colliders/on-air.md)

Anchors and colliders are solved every time a scene is drawn: on the canvas, in the Output tab, in the Program and Preview monitors and on the live page. What you see while editing is where items air. When data changes a text (a longer name), everything anchored to it moves in the same frame.

## Takes and colliders

- Only what is on air counts. A rundown item that is not taken is hidden, so its colliders never block or push anything.
- When a take puts a collider in an anchored item's way, or takes one out, the item glides to its new place (about half a second, easing out) instead of cutting. A stretched item whose side a collider stops resizes the same way.
- Taking a collider out: the waiting item holds while the collider's Out clip plays, then glides on to its anchored place.
- Only moves a collider causes glide. An anchor that follows a growing name stays tight to it, frame by frame.
- An item that is just taken in never glides: it appears where it belongs.

| Output | Collider moves |
| --- | --- |
| Program monitor and the live page | Glide. |
| Preview monitor and the live page's preview bus | Shown at rest: the next take as it will settle. |
| Items with a mask, or clipped to another item | Move without a glide. |

> **Rehearse it:** Put the collider and the anchored item on separate rundown items, then take them in and out on Program before the show. The canvas shows the same result at rest: the amber arrow names what an item is waiting at.
