Transporters
Transporters are special objects in Geometry Dash levels that the icon can interact with to travel a certain distance and in a certain direction, depending on the type.
There are two types of transporters: pads and orbs, both of which can manipulate travel direction. They emit identical-coloured particle effects. When used, pads also emit an identically coloured expanding circle effect (except the red pad), and orbs emit an identically coloured contracting circle effect.
Pads always activate when they contact the icon, while orbs require a click/tap to trigger any effect and are thus optional. They may be positioned to redirect the icon into a hazard, which must be avoided in such cases.
As of Update 1.6, some transporters were introduced as part of collecting secret coins prior to their formal introduction. These include the yellow, blue and pink pads as well as the pink orb.
Transporters are available under the seventh tab in the level editor, along with portals and other components.
Types
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Trivia
[edit | edit source]- In non-Platformer levels, a dash orb can be rotated to direct the icon in an angled direction up to ±70°, with horizontal velocity remaining unchanged. Horizontally flipping or using a rotate trigger on a dash orb to point it backwards or in another direction only changes its visual appearance, not its functional axis.
- Interacting with any orb counts as a jump regardless of whether the player's form can jump. It includes orbs that launch the icon in the direction of gravity or do not affect its movement, including custom orbs.
- The custom orb and the teleport orb are the only two orbs that are not dependent on a pulse trigger or the paste colour function to have their colours changed.
- The pink pad, despite launching the icon at a smaller height, has a slightly larger size than the yellow pad.
- The blue orb and the spider orb are the only non-jump orbs that have a pad equivalent.
- The custom orb's automatic equivalent is a (touch-activated) trigger on its own.
- The green and drop orbs do not have corresponding pads because they force the player in the direction of gravity, thereby invalidating the purpose of a pad, which is to launch away from the ground, even if they would theoretically work while suspended in midair or on a surface not perpendicular to the direction of gravity.
- No effect applies if the player hits the drop orb or theoretical pad if they have already landed.
- These can be recreated in the level editor using combinations of multiple pads.
- The dash orbs do not have corresponding pads because their activation duration depends on the player's click/tap and hold.
- The teleport orb's automatic equivalent is the teleportation portal or, in rare cases, the teleport trigger.
- The red pad is the largest of all jump pads, slightly clipping below its 1x1 grid unit.
- The effect of the dash orb can be sustained indefinitely until either crashing or coming into contact with an S-block. Entering a gravity portal applies its effect only after the dash orb's effect has ceased on release.
- Using a drop orb while not airborne will have no effect on the icon.
- The player can crash from ceiling damage if they hit a green orb too low to the ground.
- Due to naturally unchanging momentum, the wave does not respond to jump pads or orbs, while gravity pads and orbs flip gravity on contact without further effect on momentum. Dash orbs and spider pads/orbs work normally, as they override the icon's current momentum.
- These jump pads and orbs still trigger their pulse animation, however.
- Before Update 2.1, the yellow jump orb emitted white particles instead of yellow.
- The red pad displays the wrong particle colours when used: the red pad produces a yellow or pink circle when hit.
- 'Edit Special' with one non-custom orb selected will pop-up 'Setup Object' menu.
- Multi-activation allows the same jump orb to be activated multiple times. It is mainly for reusing moving orbs.
- Pads can also be multi-activated, but there is no 'Edit Special' for pads.
- Multi-activation allows the same jump orb to be activated multiple times. It is mainly for reusing moving orbs.
- There are no differences in functionality between orbs on the ground and in midair, as demonstrated in Deadlocked and many user levels.
- Before 2.11, the drop orb made the ship and UFO go downward regardless of gravity. It is a patched oversight.
- When either touches a dash orb, it will not show any glow, regardless of whether the player has the glow effect on.
- When the UFO or swing hits a drop orb, it has no terminal velocity until it lands on a surface or jumps again.
- When a player glides over an orb without activating it, it will show an expanding orb effect indicating its availability.
- The same orb may play the effect multiple times if a setup allows the orb to be passed multiple times, as seen on one of the orbs in the first cube sequence of Cycles.
- In older versions, 2 orbs show instead of 1. The reason the second orb effect was removed is unknown.
- While the official name of the black-coloured orb is the 'Drop Orb' as per the Event Trigger's Select Event menu, the community usually calls it the black orb based on its colour and prior orbs officially being referred to by colour.
- It is called a 'Drop Ring' in the game files.
- While the official name of the square recolourable orb is the 'Custom Orb' as per the Event Trigger's Select Event menu, the community usually calls it the toggle orb based on its default functionality being to toggle a group.
- By jumping onto the top left side of a block under a blue pad, it is possible to clip through the block and be launched at a wonky angle.
- Prior to Update 2.2, the old official name of orbs was rings. It was likely changed because most players called them orbs.
- The old name still appears in the help text that shows after dying twice at the start of Polargeist. ('Click while touching a ring to jump mid air')
- Teleporting with the spider pad or orb to a block scaled more than four blocks, with 'Extended collision' check enabled from the extras menu, the icon will ignore the block's hitbox. Without 'Extended collision', the icon sticks to the block's hitbox, 10 blocks from the centre. It also occurs on any platform or with hazards such as spikes or damage blocks.
Gallery
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Orb setup menu (Pre 2.2)
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Orb setup menu (Post 2.2)
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Toggle Orb edit menu (Pre 2.2)
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Toggle Orb edit menu (Post 2.2)
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Setting indicators for orbs















