Agility turns
How Metric Sprint judges whether a foot reached the turn line, when it asks you to review a turn, and how to check turns and cone touches later.
Plant a foot short of the line and an agility time is wrong, however fast it looks. Metric Sprint checks every turn on the 5-0-5 tests, the 5-10-5 and Lane Agility. It stops for your call on a close call or a short turn.
How Metric Sprint judges a turn
Each turn lands in one of three groups.
- Confirmed automatically — the foot is clearly at or past the line, and the ankle tracked cleanly. Metric Sprint saves the run without stopping you.
- Close call — the foot is within a small tolerance of the line, or the ankle did not track cleanly. Metric Sprint flags the turn.
- Line not reached — the foot is clearly short of the line. Metric Sprint flags the turn.
Review a flagged turn
If a run has a flagged turn, Metric Sprint holds the result and opens the review before it saves. The review plays a zoomed clip of the turn, with the turn line drawn on the ground in perspective. You judge the plant against the real line, not against your memory of the run.
- Scrub to the moment the foot plants.
- Judge the plant against the drawn line.
- Tap Confirm turn to save the run.
- Tap Reject & re-run to throw the run out instead.
Reject & re-run deletes the run completely. Metric Sprint writes nothing to your history, and the time never counts towards a personal best.
If a run has more than one flagged turn, the review steps through them one at a time, as Turn 2 of 3.
Lane Agility turns
Lane Agility has three timed turns, all on the side of the key nearest the phone: B, the reversal at A, and B again. Metric Sprint judges each one the same way as a 5-0-5 turn.
Watch the two far corners of the key yourself, because they sit away from the timed line. See Agility tests.
T-Test cone touches
On the T-Test and the Modified T-Test, Metric Sprint times the run at the start cone, D. After the run, it finds the moments the athlete reached B, A, C and B again, and saves them as review points.
You judge those touches, and they never stop a run from saving. Tap Check cone touches on the Legs card to step through them, for example Cone A · 2 of 4. If the athlete missed a cone, delete the test and run it again.
Review turns after a session
Saved runs keep their footage. To check turns after the session:
- Open the set from your history.
- Find the Legs card.
- Tap Review turns. On a T-Test, the button reads Check cone touches.
The review opens read-only, with Previous and Next to step between turns. Each turn shows its verdict: Looks good, foot reached the line, Close call. Check turn was on the line, or Looks short. Did turn reach the line? On the Legs card, an orange warning marks any leg whose turn did not reach the line.
Open it when an athlete queries a time.