TRACK EDITOR

DOCUMENTATION

⚡ QUICK START

  1. Click the Circle button to add a circle
  2. Select it, then check "Is Player" in the Properties panel
  3. Click the Polygon button to add a platform below it
  4. Hit Play and your design will run

Move around the canvas and zoom to get the view you need.

  • W A S D : Pan the camera
  • Right-click drag : Pan the camera
  • Scroll wheel : Zoom in and out

Use the toolbar buttons in the menu, or right-click on empty canvas space to create shapes.

▭ Polygon

A shape made of vertices. Use for platforms, walls, ramps, and any solid geometry.

○ Circle

A round shape. Can be marked as a player marble via the "Is Player" property.

╱ Line

A curved or straight line defined by control points. Has configurable thickness and interpolation.

⚡ Force Zone

An invisible area that applies forces to objects inside it — great for wind or currents.

◎ Sensor

A trigger area that fires events or teleports the player on contact.

  • Left-click a shape to select it
  • Left-click drag a selected shape to move it
  • Click empty space and drag to box-select multiple shapes

First select a shape, then you can modify its vertices. This works on polygons, lines, force zones, and sensors.

  • Add a vertex : Double-click on the line segment where you want it. The new vertex appears between the two nearest existing vertices.
  • Remove a vertex : Double-click directly on an existing vertex to delete it.
  • Move a vertex : Drag a vertex handle to reposition it.

The same interactions apply to line control points: double-click a segment to insert one, double-click an existing point to remove it.

You can also right-click a vertex or edge for these options in a context menu.

Apply quick transformations to selected shapes. These also appear in the right-click context menu.

  • H : Flip horizontally
  • V : Flip vertically
  • R : Rotate by 45°
  • Delete : Delete selected shapes

Select a shape to open the Properties panel. Available options depend on the shape type.

PROPERTYDESCRIPTION
ColorVisual color of the shape
Body Typestatic (immovable), dynamic (affected by physics), or kinematic (scripted movement)
FrictionSurface grip (0–1)
RestitutionBounciness (0–1)
DensityMass per unit area -- affects dynamic bodies
Is PlayerCircles only -- marks this as a "marble" that will be in the race
Disappears AfterSet a shape to disappear after n seconds
Collision GroupsControls 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.

Movement Path

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.

Revolute Joint

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.

Revolute joints are great for spinning obstacles, pendulums, and hinged platforms.

Teleport Destination

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.

  • Group : Select multiple shapes, then right-click → Group Selected
  • Ungroup : Right-click a group → Ungroup

Within a group, you can click and drag individual children to reposition them. Attachments on a group apply to the entire compound shape.

  • Ctrl+Z : Undo
  • Ctrl+Shift+Z or Ctrl+Y : Redo

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:

  • At least 1 player marble is required
  • Maximum of 10 player marbles
  • Maximum of 50 non-static objects
Start simple -- one platform, one marble, hit Play. Add complexity from there.