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{{#setmainimage:YellowJumpRing.png|quiet}}
'''Transporters''' are special items that the icon can interact with to cause it to travel a certain distance and direction, depending on its type.
'''Transporters''' are special [[objects]] in [[Geometry Dash]] levels that the icon can interact with to cause it to travel a certain distance and direction, depending on its type.


There are two types of transporters, '''pads''' and '''orbs''', both of which can manipulate the direction of travel. 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.
There are two types of transporter, the '''pad''', and the '''ring'''. Both pads and rings manipulate the direction of travel. The pad always activates when in contact with the icon; for the ring, the player must click in order for there to be any effect. They may be positioned so that they redirect the icon into a hazard, needing to be avoided in such instances.


Pads always activate when in contact with the icon, while orbs require a click/tap for any effect and thus are optional. They may be positioned so that they redirect the player into a hazard, needing to be avoided in such instances.
Pads and rings also emit identically coloured pixel effects to themselves. They also cause an expanding circle effect when used which is also the same colour.


As of [[Update 1.6]], some transporters were introduced as part of collecting [[Collectibles|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|level editor]], along with [[portals]], animated objects, collectibles and other components.


Transporters are available under the seventh tab in the [[Level Editor|level editor]], along with [[portals]] and other components.  
== Pads ==
{| class="article-table"
!Pad type/color
!Pad image
!Introduced
!Meltdown
!World
!Physics description
|-
|Yellow
|[[File:YellowPad.png|100px]]
|[[Back On Track]]
|[[Viking Arena]] (formally)<br>[[The Seven Seas]] (coin)
|Beast Mode
|Launches the player a medium height, for each form:
*'''Cube:''' <br><u>Normal:</u> 4.533 blocks <br><u>Mini:</u> 3.133 blocks
*'''Ship:''' <br><u>Normal:</u> 2.6166 blocks <br><u>Mini:</u> 3.166 blocks
*'''Ball:''' <br><u>Normal:</u> 2.85 blocks <br><u>Mini:</u> 1.66 blocks
*'''UFO:''' <br><u>Normal:</u> 2 blocks <br><u>Mini:</u> 2.5166 blocks
*'''Wave:''' No effect
*'''Robot:''' <br><u>Normal:</u> 4.533 blocks <br><u>Mini:</u> 3.6166 blocks
*'''Spider:''' <br><u>Normal:</u> 2.75 blocks <br><u>Mini:</u> 1.6166 blocks
|-
|Cyan
|[[File:CyanPad.png|100px]]
|[[xStep]] (formally)<br>[[Back On Track]] (coin)
|N/A
|Round 1
|Inverts the player's gravity and abruptly forces it towards the opposite gravity that the player was before hitting the pad.
|-
|Magenta
|[[File:MagentaPad.png|100px]]
|[[Theory of Everything]] (formally)<br>[[Can't Let Go]] (coin)
|N/A
|Monster Dance Off
|Launches the player a small height, for each form:
*'''Cube:''' <br><u>Normal:</u> 1.933 blocks <br><u>Mini:</u> 1.166 blocks
*'''Ship:''' <br><u>Normal:</u> 1.166 blocks <br><u>Mini:</u> 0.65 blocks
*'''Ball:''' <br><u>Normal:</u> 1.2833 blocks <br><u>Mini:</u> 0.8166 blocks
*'''UFO:''' <br><u>Normal:</u> 1.2 blocks <br><u>Mini:</u> 0.65 blocks
*'''Wave:''' No effect
*'''Robot:''' <br><u>Normal:</u> 2.1366 blocks <br><u>Mini:</u> 1.3 blocks
*'''Spider:''' <br><u>Normal:</u> 1.1833 blocks <br><u>Mini:</u> 0.75 blocks
|-
|Red
|[[File:RedPad.png|100px]]
|[[Fingerdash]]
|N/A
|N/A
|Launches the player a large height, for each form:
*'''Cube:''' <br><u>Normal:</u> 6.533 blocks <br><u>Mini:</u> 4.533 blocks
*'''Ship:''' <br><u>Normal:</u> 4.233 blocks <br><u>Mini:</u> 2.2833 blocks
*'''Ball:''' <br><u>Normal:</u> 4.533 blocks <br><u>Mini:</u> 2.9 blocks
*'''UFO:''' <br><u>Normal:</u> 2.95 blocks <br><u>Mini:</u> 1.466 blocks
*'''Wave:''' No effect
*'''Robot:''' <br><u>Normal:</u> 7.433 blocks <br><u>Mini:</u> 4.533 blocks
*'''Spider:''' <br><u>Normal:</u> 4.533 blocks <br><u>Mini:</u> 2.833 blocks
|}


==Types==
== Rings ==
{| class="wikitable"
{| class="article-table"
|+Pads
!Ring type/color
! rowspan="2" |Type
!Ring image
! rowspan="2" |Transporter
!Introduced
! rowspan="2" |Preview
!Meltdown
! colspan="5" |First Introduced
!World
! colspan="9" |Description
!Physics description
|-
|-
!Geometry Dash
|Yellow
!GD Lite
|[[File:YellowRing.png|100px]]
!GD Meltdown  
|[[Polargeist]]
!GD World  
|[[Airborne Robots]]
!GD SubZero
|Machina
!General
|Launches the player a medium height (roughly identical to a regular cube jump), for each form:
!Cube
*'''Cube:''' <br><u>Normal:</u> 2.3833 blocks <br><u>Mini:</u> 1.35 blocks
!Ship
*'''Ship:''' <br><u>Normal:</u> 2.85 blocks <br><u>Mini:</u> 3.5 blocks
!Ball
*'''Ball:''' <br><u>Normal:</u> 1.733 blocks <br><u>Mini:</u> 1.1 blocks
!UFO
*'''UFO:''' <br><u>Normal:</u> 2.1 blocks <br><u>Mini:</u> 2.2 blocks
!Wave
*'''Wave:''' No effect
!Robot
*'''Robot:''' <br><u>Normal:</u> 2.1 blocks <br><u>Mini:</u> 1.2166 blocks
!Spider
*'''Spider:''' <br><u>Normal:</u> 1.633 blocks <br><u>Mini:</u> 1.05 blocks
!Swing
|-
|-
|Cyan
| rowspan="3" |Jump
|[[File:CyanRing.png|100px]]
|[[File:YellowJumpPad.png|100px]]
|[[xStep]]
|[[File:YellowPadPreview.gif|250px]]
|N/A
|Initial Release: [[Back On Track]]
|Round 1
|[[Update 1.2]]: Back On Track
|Inverts the player's gravity and abruptly forces it towards the opposite gravity that the player was before hitting the ring.
|Initial Release:
|-
*[[Viking Arena]]
|Magenta
*[[The Seven Seas]] (3<sup>rd</sup> coin)
|[[File:MagentaRing.png|100px]]
|Initial Release: [[Dashlands|Beast Mode]]
|[[Theory of Everything]] (formally)<br>[[Time Machine]] (coin)
|Initial Release: [[Press Start]]
|N/A
|Launches the icon at a medium height
||The Challenge
|4.533 (3.133)
|Launches the player a small height, for each form:
|2.6166 (3.166)
*'''Cube:''' <br><u>Normal:</u> 1.0833 blocks <br><u>Mini:</u> 0.6833 blocks
|2.85 (1.66)
*'''Ship:''' <br><u>Normal:</u> 0.9 blocks <br><u>Mini:</u> 0.566 blocks
|2 (2.5166)
*'''Ball:''' <br><u>Normal:</u> 1.0166 blocks <br><u>Mini:</u> 0.65 blocks
| -
*'''UFO:''' <br><u>Normal:</u> 0.66 blocks <br><u>Mini:</u> 0.366 blocks
|4.533 (3.6166)
*'''Wave:''' No effect
|2.75 (1.6166)
*'''Robot:''' <br><u>Normal:</u> 1.2166 blocks <br><u>Mini:</u> 0.766 blocks
|2.85
*'''Spider:''' <br><u>Normal:</u> 0.7833 blocks <br><u>Mini:</u> 0.5 blocks
(2.617)
|-
|-
|Green
|[[File:MagentaJumpPad.png|100px]]
|[[File:GreenRing.png|100px]]
|[[File:PinkPadPreview.gif|250px]]
|[[Deadlocked]]
|
|N/A
*[[Update 1.5]]: [[Theory of Everything]]
|The Challenge
*[[Update 1.6]]: [[Can't Let Go]] (3<sup>rd</sup> coin)
|Inverts the gravity of the player and launches the player a medium height (the same with the yellow ring), for each form:
|[[Update 2.1|Update 2.12]]: Theory of Everything
*'''Cube:''' <br><u>Normal:</u> 2.3833 blocks <br><u>Mini:</u> 1.35 blocks
| -  
*'''Ship:''' <br><u>Normal:</u> 2.85 blocks <br><u>Mini:</u> 3.5 blocks
|Initial Release: [[Toxic Factory|Monster Dance Off]]
*'''Ball:''' <br><u>Normal:</u> 1.733 blocks <br><u>Mini:</u> 1.1 blocks
|Initial Release: [[Press Start]]
*'''UFO:''' <br><u>Normal:</u> 2.1 blocks <br><u>Mini:</u> 2.2 blocks
|Launches the icon at a small height  
*'''Wave:''' No effect
|1.933 (1.166) (Slightly less than a jump)
*'''Robot:''' <br><u>Normal:</u> 2.1 blocks <br><u>Mini:</u> 1.2166 blocks
|1.166 (0.65)
*'''Spider:''' <br><u>Normal:</u> 1.633 blocks <br><u>Mini:</u> 1.05 blocks
|1.2833 (1.8166)
|-
|1.2 (0.65)
|Red
| -
|[[File:RedRing.png|100px]]
|2.1366 (1.3)
| rowspan="4" |[[Fingerdash]]
|1.1833 (0.75)
|N/A
|1.59
|N/A
(0.70)
|Launches the player a large height, for each form:
|-
*'''Cube:''' <br><u>Normal:</u> 4.533 blocks <br><u>Mini:</u> 2.866 blocks
|[[File:RedJumpPad.png|100px]]
*'''Ship:''' <br><u>Normal:</u> 4.533 blocks <br><u>Mini:</u> 3.5 blocks
|[[File:RedPadPreview.gif|250px]]
*'''Ball:''' <br><u>Normal:</u> 3.66 blocks <br><u>Mini:</u> 2.266 blocks
|[[Update 2.1]]: [[Fingerdash]]
*'''UFO:''' <br><u>Normal:</u> 4.3 blocks <br><u>Mini:</u> 2.3166 blocks
| -
*'''Wave:''' No effect
| -
*'''Robot:''' <br><u>Normal:</u> 4.433 blocks <br><u>Mini:</u> 2.75 blocks
|Initial Release:<ref name=":0">From [[User Levels|user levels]]</ref>
*'''Spider:''' <br><u>Normal:</u> 3.566 blocks <br><u>Mini:</u> 2.133 blocks
|Initial Release: [[Press Start]]
|-
|Launches the icon at a large height
|Black
|6.533 (4.533)
|[[File:BlackRing.png|100px]]
|4.233 (2.2833)
|N/A
|4.533 (2.9)
|N/A
|2.95 (1.466)
|Forces the player towards the gravity that the player currently is. If the ring is hit once the player is grounded, it will have no effect. <!--The player's tap counts as the jump; it doesn't cause it to jump.--><br>In case of upside-down ship and UFO, this acts as a red jump ring, but if used suddenly (i.e. halfway after a green orb), it will send you straight up in the air.
| -
|-
|7.433 (4.533)
|Green Dash Orb
|4.533 (2.833)
| [[File:GreenArrow.png|100px]]
|6.25
|N/A
|-
|The Challenge
|Gravity
|Suspends the player in linear motion.
|[[File:CyanGravityPad.png|100px]]  
|-
|[[File:BlueMiaFreyaPadPreview.gif|250px]]
|Magenta Dash Orb
|
| [[File:MagentaArrow.png|100px]]
*[[Update 1.3]]:  [[xStep]]
|N/A
*[[Update 1.6]]: [[Back On Track]] (1st coin)
|The Challenge
| [[Update 2.1|Update 2.10]]: [[xStep]]
|Suspends the player in linear motion and inverts the gravity once hit.
| -
|-
|Initial Release: [[Toxic Factory|Round 1]]
|Customizable Square
|Initial Release: [[Press Start]]
| [[File:CustomRing.png|100px]]
| colspan="9" |Inverts gravity
|N/A
|-
|N/A
|Spider
|N/A
|[[File:TeleportationPad.png|100px]]
|Acts as a toggle trigger once hit by the player.
|[[File:SpiderPurplePadPreview.gif|250px]]
|
*[[Update 2.2]]<ref name=":0" />
| -
| -
| -
| -
| colspan="9" |Mimics the behavior of the [[Portals|Spider form]]. Teleports the player to the nearest surface in the appropriate direction, inverting gravity if necessary.
|}
|}
{| class="wikitable"
|+Orbs
! rowspan="2" |Type
! colspan="2" rowspan="2" |Transporter
! rowspan="2" |Preview
! colspan="5" |First Introduced
! colspan="9" |Description
|-
!Geometry Dash
!GD Lite
!GD Meltdown
!GD World
!GD SubZero
!General
!Cube
!Ship
! Ball
! UFO
!Wave
! Robot
!Spider
!Swing
|-
| rowspan="3" | Jump
| colspan="2" style="text-align:center;" |[[File:YellowJumpRing.png|100x100px]]
|[[File:YellowOrbPreview.gif|250px]]
|Initial Release: [[Polargeist]]
|[[Update 1.3]]: Polargeist
|Initial Release: [[Airborne Robots]]
|Initial Release: [[Dashlands|Machina]]
|Initial Release: [[Press Start]]
|Launches the player a medium height
|2.3833 (1.35) (roughly identical to a jump)
|2.85 (3.5)
| 1.733 (1.1)
|2.1 (2.2)
| -
|2.1 (1.2166)
| 1.633 (1.05)
|1.95
(0.91)
|-
| colspan="2" style="text-align:center;" |[[File:MagentaJumpRing.png|100px]]
|[[File:PinkOrbPreview.gif|250px]]
|
*[[Update 1.5]]: [[Theory of Everything]]
*[[Update 1.6]]: [[Time Machine]] (3<sup>rd</sup> coin)
|[[Update 2.1|Update 2.12]]: Theory of Everything
| -
|Initial Release: [[The Challenge]]
|Initial Release: [[Press Start]]
|Launches the player a small height
|1.0833 (0.6833)
|0.9 (0.566)
|1.0166 (0.65)
|0.66 (0.366)
| -
|1.2166 (0.766)
|0.7833 (0.5)
|1
(0.42)
|-
|[[File:RedJumpRing.png|100px]]
|[[File:RedJumpRingLabelled.png|100x100px]]
|[[File:RedOrbPreview.gif|250px]]
|[[Update 2.1]]: [[Fingerdash]]
| -
| -
|Initial Release<ref name=":0" />
|N/A
|Launches the player a large height
| 4.533 (2.866)
| 4.533 (3.5)
|3.66 (2.266)
|4.3 (2.3166)
| -
| 4.433 (2.75)
| 3.566 (2.133)
|3.62
(1.55)
|-
| rowspan="2" |Gravity
|[[File:CyanGravityRing.png|100px]]
|[[File:CyanGravityRingLabelled.png|100x100px]]
|[[File:BlueMiaFreyaOrbPreview.gif|250px]]
|
*[[Update 1.3]]: [[xStep]]
**[[Update 1.6]]: 3<sup>rd</sup> coin
|[[Update 2.1|Update 2.10]]: xStep
| -
|Initial Release: [[Toxic Factory|Round 1]]
|Initial Release: [[Press Start]]
| colspan="9" |Inverts the player's gravity and abruptly forces it towards the opposite gravity that the player was before hitting the ring.
|-
|[[File:GreenGravityRing.png|100px]]
|[[File:GreenGravityRingLabelled.png|100x100px]]
|[[File:GreenMiaFreyaOrbPreview.gif|250px]]
|[[Update 2.0]]: [[Deadlocked]]
| -
| -
|Initial Release: [[The Challenge]]
|Initial Release: [[Nock Em]]
| colspan="1" |Inverts the gravity of the player and launches the player towards the new direction. The launch height depends on the vertical velocity at impact with the orb and averages slightly lower than the yellow orb.
|1.9583 (1.2125)
|≦2.03 (≦1.1167)
|<!--1.733 (1.1)-->TBA
|<!--2.1 (2.2)-->TBA
||<!--2.1 (1.2166)-->TBA
|<!--1.633 (1.05)-->TBA
|
|
|-
|Drop
|[[File:BlackGravityRing.png|100px]]
|[[File:BlackGravityRingLabelled.png|100x100px]]
|[[File:BlackOrbPreview.gif|250px]]
|[[Update 2.1]]: [[Fingerdash]]
| -
| -
|Initial Release¹
| -
| colspan="9" |Forces the player downward.
|-
| rowspan="2" | Dash
| colspan="2" style="text-align:center;" |[[File:GreenDashRing.png|100px]]
|[[File:GreenDashOrbPreview.gif|250px]]
|[[Update 2.1]]: [[Fingerdash]]
| -
| -
|Initial Release: [[The Challenge]]
| -
| colspan="9" |Suspends the player in linear motion.
|-
| colspan="2" style="text-align:center;" |[[File:MagentaDashRing.png|100px]]
|[[File:MagentaDashOrbPreview.gif|250px]]
|[[Update 2.1]]: [[Fingerdash]]
| -
| -
|Initial Release: [[The Challenge]]
| -
| colspan="9" |Suspends the player in linear motion (similar to the green dash orb) and additionally inverts the gravity once hit.
|-
|Custom
| colspan="2" style="text-align:center;" |[[File:ToggleRing.png|100px]]
|[[File:CustomOrbPreview.gif|250px]]
|[[Update 2.1]]: <ref name=":0" />
| -
| -
|Initial Release<ref name=":0" />
| Update 2.21.3:
[[Power Trip]] (2nd coin)
| colspan="9" |Acts as a customizable toggle for user levels that activates a trigger upon hit by the player.
|-
|Spider
| colspan="2" style="text-align:center;" |[[File:TeleportationRing.png|100px]]
|[[File:SpiderPurpleOrbPreview.gif|250px]]
|[[Update 2.2]]: [[Dash]]
| -
| -
|Initial Release¹
| -
| colspan="9" |Mimics the behavior of the [[Portals|Spider form]]. Teleports the player to the nearest surface in the appropriate direction, inverting gravity if necessary.
|-
|Teleport
| colspan="2" style="text-align:center;" |[[File:LinkedTeleportationRing.png|100px]]
|[[File:TelepOrbPreview.gif|250px]]
|[[Update 2.2]]<ref name=":0" />
|
|
| -
| -
| colspan="9" |Teleports the player to an object in a target group, chosen at random if more than one exists.
|}
;Notes
<references />
==Trivia==
*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 so that it points backwards or in another direction only changes its visual appearance but 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 [[Triggers|trigger]] or the paste colour function to have their colours changed.
*The pink pad, despite launching the icon 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) [[Triggers|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 [[Portals|portal]] or, in rare cases, the teleport [[Triggers|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 current momentum of the icon. 
**These jump pads and orbs still trigger their pulse animation, however.
*Prior to [[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 '''<nowiki>'Setup Object'</nowiki>''' 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-activate, but there is no 'Edit Special' for pads.
*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 if the player has the glow effect on or not.
*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 can still be observed in the help text that appears when 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. In contrast, without 'Extended collision', the icon will stick 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==
== Trivia ==
<gallery spacing="large" widths="9999">
*Prior to their formal introduction, the yellow pad is encountered in [[The Seven Seas]], the cyan pad in [[Back On Track]] and [[Polargeist]], the magenta pad in [[Can't Let Go]], and the magenta ring in [[Time Machine]], as part of collecting Secret Coins.
RingSetupMenu.png|Orb setup menu (Pre 2.2)
*The customizable square ring is the only type of transformer in which its colour can be changed without the use of the Pulse [[Triggers|trigger]].
RingSetupMenu2p2.png|Orb setup menu (Post 2.2)
*The magenta pad, despite launching the icon a smaller height, is of a larger size than the yellow pad.
CustomRingSetupMenu.png|Toggle Orb edit menu (Pre 2.2)
*The green and black rings are the only ring to not have a pad equivalent.
CustomRingSetupMenu2p2.png|Toggle Orb edit menu (Post 2.2)
**This is because the pad would force the player to the ground, which is contradictory to the pad's initial purpose, which is to launch.
File:Ringscalledorbs.jpg|Setting indicators for orbs
*Arrows can be rotated to send the icon in an angled direction, the rotation limit being ±70°.
</gallery>
**The limit can theoretically be 89.9999° (or 89° since the game doesn't use decimal places for the rotation), but then the linear movement reaches ludicrous speeds.
[[Category:Level editing (base content)]]
**Using angles 90° and 270° is necessarily prohibited due to the fact that the tangent of 90° and 270° is not defined and therefore meaning that the player would crash or land on the ground in an instant. It could potentially cause the game to crash due to the tangent not being defined.
**Using angles between 90° and 270° would mean to invert the speed of the player to go to the left (or right in mirror mode) for as long as the orbs are active.
***It is possible to do this using the flip tool in editor mode, however, the look is only visual and doesn't affect the direction of travel.
*The arrow orbs can be held on to indefinitely, propelling the player for as long as it is held. They will only stop when the player comes into contact with an S-block. Portals do not cancel the dash orb effect, contrary to popular belief.
**This belief was caused by [[Fingerdash]], where RobTop used the S block alongside a gravity portal corresponding to the gravity that the player is intended to finish on so as to prevent abusing of the dash orbs in the level.
*Making contact with yellow and magenta pads and rings with the wave will trigger their animation despite the wave not interacting.
*Prior to [[Update 2.1]], the yellow jump ring had white particles emitting instead of yellow.
*Both the black ring and red pad display the wrong particle colors when used. The black ring produces a blue circle upon usage and the red pad produces a yellow circle when hit.
** The two objects may be based on the code of the blue ring and yellow pad and RobTop may have forgetten to change it, thus this is the result.
*Hitting a green ring using the wave will invert its gravity but will not obscure its diagonal travel.
* The red pad is thicker than the yellow pad. It also sinks below the block by 1 pixel.
* The magenta arrow was previously red as shown on the sneak peeks for 2.1, and still has red particles. All arrow orbs were also triangular.
* The green arrow help button when selecting the "Edit Special" button displays the placeholder "help text" rather than explaining the properties of the options shown. This is a placeholder that was never changed yet in the final version.
** Multi-activation allows the same jump ring to he activated multiple times. This is best observed when the ring moves. For the black ring and both dash rings, a line of jump pads must be placed below to return the player up to the ring.
* Jump rings in the ground can still activate as if they are in the air, as seen in Deadlocked.
* Even if you have the glow effect on, when you hit a dash ring, it will not show the glow.
[[Category:Level elements]]

Revision as of 06:08, 12 October 2026

Transporters are special items that the icon can interact with to cause it to travel a certain distance and direction, depending on its type.

There are two types of transporter, the pad, and the ring. Both pads and rings manipulate the direction of travel. The pad always activates when in contact with the icon; for the ring, the player must click in order for there to be any effect. They may be positioned so that they redirect the icon into a hazard, needing to be avoided in such instances.

Pads and rings also emit identically coloured pixel effects to themselves. They also cause an expanding circle effect when used which is also the same colour.

Transporters are available under the seventh tab in the level editor, along with portals, animated objects, collectibles and other components.

Pads

Pad type/color Pad image Introduced Meltdown World Physics description
Yellow File:YellowPad.png Back On Track Viking Arena (formally)
The Seven Seas (coin)
Beast Mode Launches the player a medium height, for each form:
  • Cube:
    Normal: 4.533 blocks
    Mini: 3.133 blocks
  • Ship:
    Normal: 2.6166 blocks
    Mini: 3.166 blocks
  • Ball:
    Normal: 2.85 blocks
    Mini: 1.66 blocks
  • UFO:
    Normal: 2 blocks
    Mini: 2.5166 blocks
  • Wave: No effect
  • Robot:
    Normal: 4.533 blocks
    Mini: 3.6166 blocks
  • Spider:
    Normal: 2.75 blocks
    Mini: 1.6166 blocks
Cyan File:CyanPad.png xStep (formally)
Back On Track (coin)
N/A Round 1 Inverts the player's gravity and abruptly forces it towards the opposite gravity that the player was before hitting the pad.
Magenta File:MagentaPad.png Theory of Everything (formally)
Can't Let Go (coin)
N/A Monster Dance Off Launches the player a small height, for each form:
  • Cube:
    Normal: 1.933 blocks
    Mini: 1.166 blocks
  • Ship:
    Normal: 1.166 blocks
    Mini: 0.65 blocks
  • Ball:
    Normal: 1.2833 blocks
    Mini: 0.8166 blocks
  • UFO:
    Normal: 1.2 blocks
    Mini: 0.65 blocks
  • Wave: No effect
  • Robot:
    Normal: 2.1366 blocks
    Mini: 1.3 blocks
  • Spider:
    Normal: 1.1833 blocks
    Mini: 0.75 blocks
Red File:RedPad.png Fingerdash N/A N/A Launches the player a large height, for each form:
  • Cube:
    Normal: 6.533 blocks
    Mini: 4.533 blocks
  • Ship:
    Normal: 4.233 blocks
    Mini: 2.2833 blocks
  • Ball:
    Normal: 4.533 blocks
    Mini: 2.9 blocks
  • UFO:
    Normal: 2.95 blocks
    Mini: 1.466 blocks
  • Wave: No effect
  • Robot:
    Normal: 7.433 blocks
    Mini: 4.533 blocks
  • Spider:
    Normal: 4.533 blocks
    Mini: 2.833 blocks

Rings

Ring type/color Ring image Introduced Meltdown World Physics description
Yellow File:YellowRing.png Polargeist Airborne Robots Machina Launches the player a medium height (roughly identical to a regular cube jump), for each form:
  • Cube:
    Normal: 2.3833 blocks
    Mini: 1.35 blocks
  • Ship:
    Normal: 2.85 blocks
    Mini: 3.5 blocks
  • Ball:
    Normal: 1.733 blocks
    Mini: 1.1 blocks
  • UFO:
    Normal: 2.1 blocks
    Mini: 2.2 blocks
  • Wave: No effect
  • Robot:
    Normal: 2.1 blocks
    Mini: 1.2166 blocks
  • Spider:
    Normal: 1.633 blocks
    Mini: 1.05 blocks
Cyan File:CyanRing.png xStep N/A Round 1 Inverts the player's gravity and abruptly forces it towards the opposite gravity that the player was before hitting the ring.
Magenta File:MagentaRing.png Theory of Everything (formally)
Time Machine (coin)
N/A The Challenge Launches the player a small height, for each form:
  • Cube:
    Normal: 1.0833 blocks
    Mini: 0.6833 blocks
  • Ship:
    Normal: 0.9 blocks
    Mini: 0.566 blocks
  • Ball:
    Normal: 1.0166 blocks
    Mini: 0.65 blocks
  • UFO:
    Normal: 0.66 blocks
    Mini: 0.366 blocks
  • Wave: No effect
  • Robot:
    Normal: 1.2166 blocks
    Mini: 0.766 blocks
  • Spider:
    Normal: 0.7833 blocks
    Mini: 0.5 blocks
Green File:GreenRing.png Deadlocked N/A The Challenge Inverts the gravity of the player and launches the player a medium height (the same with the yellow ring), for each form:
  • Cube:
    Normal: 2.3833 blocks
    Mini: 1.35 blocks
  • Ship:
    Normal: 2.85 blocks
    Mini: 3.5 blocks
  • Ball:
    Normal: 1.733 blocks
    Mini: 1.1 blocks
  • UFO:
    Normal: 2.1 blocks
    Mini: 2.2 blocks
  • Wave: No effect
  • Robot:
    Normal: 2.1 blocks
    Mini: 1.2166 blocks
  • Spider:
    Normal: 1.633 blocks
    Mini: 1.05 blocks
Red File:RedRing.png Fingerdash N/A N/A Launches the player a large height, for each form:
  • Cube:
    Normal: 4.533 blocks
    Mini: 2.866 blocks
  • Ship:
    Normal: 4.533 blocks
    Mini: 3.5 blocks
  • Ball:
    Normal: 3.66 blocks
    Mini: 2.266 blocks
  • UFO:
    Normal: 4.3 blocks
    Mini: 2.3166 blocks
  • Wave: No effect
  • Robot:
    Normal: 4.433 blocks
    Mini: 2.75 blocks
  • Spider:
    Normal: 3.566 blocks
    Mini: 2.133 blocks
Black File:BlackRing.png N/A N/A Forces the player towards the gravity that the player currently is. If the ring is hit once the player is grounded, it will have no effect.
In case of upside-down ship and UFO, this acts as a red jump ring, but if used suddenly (i.e. halfway after a green orb), it will send you straight up in the air.
Green Dash Orb File:GreenArrow.png N/A The Challenge Suspends the player in linear motion.
Magenta Dash Orb File:MagentaArrow.png N/A The Challenge Suspends the player in linear motion and inverts the gravity once hit.
Customizable Square File:CustomRing.png N/A N/A N/A Acts as a toggle trigger once hit by the player.

Trivia

  • Prior to their formal introduction, the yellow pad is encountered in The Seven Seas, the cyan pad in Back On Track and Polargeist, the magenta pad in Can't Let Go, and the magenta ring in Time Machine, as part of collecting Secret Coins.
  • The customizable square ring is the only type of transformer in which its colour can be changed without the use of the Pulse trigger.
  • The magenta pad, despite launching the icon a smaller height, is of a larger size than the yellow pad.
  • The green and black rings are the only ring to not have a pad equivalent.
    • This is because the pad would force the player to the ground, which is contradictory to the pad's initial purpose, which is to launch.
  • Arrows can be rotated to send the icon in an angled direction, the rotation limit being ±70°.
    • The limit can theoretically be 89.9999° (or 89° since the game doesn't use decimal places for the rotation), but then the linear movement reaches ludicrous speeds.
    • Using angles 90° and 270° is necessarily prohibited due to the fact that the tangent of 90° and 270° is not defined and therefore meaning that the player would crash or land on the ground in an instant. It could potentially cause the game to crash due to the tangent not being defined.
    • Using angles between 90° and 270° would mean to invert the speed of the player to go to the left (or right in mirror mode) for as long as the orbs are active.
      • It is possible to do this using the flip tool in editor mode, however, the look is only visual and doesn't affect the direction of travel.
  • The arrow orbs can be held on to indefinitely, propelling the player for as long as it is held. They will only stop when the player comes into contact with an S-block. Portals do not cancel the dash orb effect, contrary to popular belief.
    • This belief was caused by Fingerdash, where RobTop used the S block alongside a gravity portal corresponding to the gravity that the player is intended to finish on so as to prevent abusing of the dash orbs in the level.
  • Making contact with yellow and magenta pads and rings with the wave will trigger their animation despite the wave not interacting.
  • Prior to Update 2.1, the yellow jump ring had white particles emitting instead of yellow.
  • Both the black ring and red pad display the wrong particle colors when used. The black ring produces a blue circle upon usage and the red pad produces a yellow circle when hit.
    • The two objects may be based on the code of the blue ring and yellow pad and RobTop may have forgetten to change it, thus this is the result.
  • Hitting a green ring using the wave will invert its gravity but will not obscure its diagonal travel.
  • The red pad is thicker than the yellow pad. It also sinks below the block by 1 pixel.
  • The magenta arrow was previously red as shown on the sneak peeks for 2.1, and still has red particles. All arrow orbs were also triangular.
  • The green arrow help button when selecting the "Edit Special" button displays the placeholder "help text" rather than explaining the properties of the options shown. This is a placeholder that was never changed yet in the final version.
    • Multi-activation allows the same jump ring to he activated multiple times. This is best observed when the ring moves. For the black ring and both dash rings, a line of jump pads must be placed below to return the player up to the ring.
  • Jump rings in the ground can still activate as if they are in the air, as seen in Deadlocked.
  • Even if you have the glow effect on, when you hit a dash ring, it will not show the glow.