Move around the canvas and zoom to get the view you need.
Use the toolbar buttons in the menu, or right-click on empty canvas space to create shapes.
A shape made of vertices. Use for platforms, walls, ramps, and any solid geometry.
A round shape. Can be marked as a player marble via the "Is Player" property.
A curved or straight line defined by control points. Has configurable thickness and interpolation.
An invisible area that applies forces to objects inside it — great for wind or currents.
A trigger area that fires events or teleports the player on contact.
First select a shape, then you can modify its vertices. This works on polygons, lines, force zones, and sensors.
The same interactions apply to line control points: double-click a segment to insert one, double-click an existing point to remove it.
Apply quick transformations to selected shapes. These also appear in the right-click context menu.
Select a shape to open the Properties panel. Available options depend on the shape type.
| PROPERTY | DESCRIPTION |
|---|---|
| Color | Visual color of the shape |
| Body Type | static (immovable), dynamic (affected by physics), or kinematic (scripted movement) |
| Friction | Surface grip (0–1) |
| Restitution | Bounciness (0–1) |
| Density | Mass per unit area -- affects dynamic bodies |
| Is Player | Circles only -- marks this as a "marble" that will be in the race |
| Disappears After | Set a shape to disappear after n seconds |
| Collision Groups | Controls which objects collide with each other |
Force zones have their own properties: force direction (X/Y) and damping. Sensors have a sensor type (event or teleport) and event type.
Right-click a shape to add an attachment. Only one attachment can be active at a time. Adding a new one removes the previous.
The shape follows a series of waypoints in sequence. Each waypoint has a duration that controls travel time. The path can loop. Sets body type to kinematic.
Drag waypoints to reposition them. Double-click a path segment to add a new waypoint. Double-click an existing waypoint to remove it.
The shape is pinned to the world at an anchor point and can rotate around it. Drag the anchor handle to reposition it. Configure motor speed for continuous spinning and max torque for force. Sets body type to dynamic.
Available on teleport-type sensors only. Defines where the player is sent when they enter the sensor. Drag the destination handle to position it.
Combine multiple shapes into a single compound object.
Within a group, you can click and drag individual children to reposition them. Attachments on a group apply to the entire compound shape.
Save Manager : Save and load your designs. Designs are stored in your browser.
Blueprint Manager : Save reusable shape templates. Select shapes before opening to save them as a blueprint, or insert existing blueprints into your level.
Click Play Current Design to test your level. The editor checks a few rules before launching: