Letter triggers have special effects on specific forms under certain conditions. Unlike most triggers, they are found under the sixth tab of the level editor. These were introduced in 2.1.
Triggers
Triggers are features in the Geometry Dash level editor used to manipulate surrounding objects in levels. All triggers other than the Start Position trigger are used in levels as an effect trigger. Triggers can be selected on the 13th tab represented by the colour trigger in Update 2.1, apart from the Letter triggers and checkpoints.
While the feature of triggers has been existent since being introduced in game release, object triggers have been formally introduced in Update 2.0.
There are 133 different types of triggers (134 if you count the circular force block seperately), all of which can be found in the table below.
How to Use
We will use the move trigger as an example.
Step 1: Place an object
Step 2: Tap "Edit Group"
Step 3: Set Group ID to any number you want.
Step 4: Tap "Add" (This is crucial!)
Step 5: Place a move trigger and tap "Edit Object"
Step 6: Target the same group ID as your object
Step 7: Drag the X and/or Y slider and the duration slider.
Congrats, you know how to use triggers now!
Types

Changes the colour of the specified group or channel. The transition time from the original colour to the new colour is set with the 'Fade time' bar. These were introduced on the game's release.
Setup menu gallery
Superseded triggers
Preview
These triggers all directly affect objects or, optionally, other triggers. These were introduced in 2.0.
| Trigger | Setup menu | Description | Preview | Introduced |
|---|---|---|---|---|
| Move triggers are triggers that move certain groups of objects around in a level. To use this the player will have to know how to group objects under a specific group.
Once the player has given the group of objects a group ID, they may open the "Edit Object" menu while the move trigger is selected. The player will get a Move X input, a Move Y input, 2 checkboxes labelled "Lock to player X/Y", an Easing option, a moving time, a target Group ID, and the touch-triggered and spawn-triggered checkboxes. The Target Group ID controls which group of objects the player are currently going to be moving. Set the number equal to the number of the group that the player want to move. The player can then change the Move X and the Move Y to control the amount of movement the group will move.
The "Lock to Player X/Y" checkboxes will ignore the number inputted above them and will instead move the group perfectly to any move the player makes. It will look like the object is moving at the same speed of the player, or is just not moving at all depending on how much of the level the player see. Applying two locking to player X's will make the objects move twice the speed of the player. If enough objects are in the group and are used correctly, it can make it seem like the player is moving backwards through the level. The easing controls the distribution of movement across time. Some are easy to understand, such as “bounce”, but others are not as straightforward and if used creatively can achieve special effects (for example, the sine easing allows circular motion of objects). The move time controls how long it will take to complete the movement. As soon as that much time has elapsed, the group will be at the target destination and will stop moving, unless there is another move trigger. Similar to colour triggers, the time range is from 0.00s to 10.00s and can be set for more than that manually. Triggers and speed portals can only be moved vertically. Form portals' grids will not move with the portals, making it possible to make an offset of the grid. This trigger appears as magenta/pink in the level editor. |
|
Update 2.0 | ||
| Pulse Triggers will change a colour channel or group to one colour temporarily.
In the bottom-right of the screen, there should be a field marked "Channel ID". Right above it are two buttons, one labelled "Channel" and one labelled "Group". The channel button will cause all objects using or copying the specified channel to pulse, while the group button will do the same except it will affect all objects using a group. Above those two are two more buttons, one reading "Color" and the other "HSV". Colour should be automatically selected and will cause the colour wheel to appear. A colour may be chosen from there to cause the specified group/channel to pulse the chosen colour. The HSV is for selecting colours similar to another and will change when the source colour is changed. Below the HSV options/colour wheel, there are three sliders, one "Fade-In," one "Hold," and one "Fade-Out." These are self-explanatory; the values in the fields should match the time in seconds the colour should fade in, stay, and fade out respectively. Similar to Colour Triggers, there are two buttons labelled Copy and Paste in the top-right, both serving the same function. This trigger appears as yellow in the level editor. |
|
Update 2.0 | ||
| Alpha triggers are triggers that affect the transparency of a group of objects. Under the Group ID field, there are two sliders: FadeTime and Opacity. FadeTime is the time in seconds it should take for the specified group to reach the opacity selected using the Opacity slider.
This trigger appears as cyan/light blue in the level editor. |
|
Update 2.0 | ||
| Toggle triggers completely (de)activate a group of objects. If the tick box "Activate Group" is left unticked, the group will immediately disappear when passing by the trigger and the player can go through any platforms or obstacles in this particular group. If it is ticked, then the opposite will happen: the group will reappear and the player will not be able to pass through the hazards and static objects.
Note that toggle triggers can take on two different colors in the editor depending on whether they are set to on or off. When it activates a group, it appears light green. When it deactivates a group, it appears lobster red. In the editor, it appears as the default lobster red. |
|
Update 2.0 | ||
| Rotation triggers allow the player to rotate objects within levels. In this trigger's edit menu, there is a degrees slider, a Times 360 slider, 3 checkboxes labelled "Target Group ID," "Center Group ID," and "Lock Object Rotation," an easing option, a moving time, and the touch-triggered and spawn-triggered checkboxes.
The target group is the group of objects that are to be rotated; the center group is the object the target group will rotate around. As stated in this trigger's help text, only one object can be in the center group. The number of degrees the target group will rotate is circumscribed by the "degrees" slider, and the "Times 360" slider defines how many times the objects will rotate by 360 degrees alongside the amount determined by the "degrees" slider. Selecting "Lock object rotation" will keep the objects in their original position upon and throughout their rotation. Not selecting this will result in the rotation of the objects within the target group around their own axes, corresponding with the degrees each object rotates around the center group. The move time controls how long it will take to complete the movement. As soon as that much time has elapsed, the group will be at the target destination and will stop moving, unless there is another rotation trigger. Similar to move triggers, the time range is from 0.00s to 10.00s and can be set for more than that manually. The easing controls the distribution of movement across time. Some are easy to understand, such as “bounce”, but others are not as straightforward and if used creatively can achieve special effects. This trigger appears as cornflower blue in the editor. |
|
Update 2.1 | ||
| The Scale Trigger is used to scale a specific Group ID. Its interface is seen below. After that, each option is described.
Target Group ID: The objects you want to scale. Center Group ID: The center the objects should scale from. This Group ID can only consist of a single object. Leaving this as 0 will result in all objects scaling from their own center. Duration: The duration you want the scaling to last. ScaleX/ScaleY: How much you want to scale the objects in the X and Y direction respectively. Div by Value X/Y: Divides the current scale by this number and uses this as the target value. If you want to scale an object and have it return to its original size, you can use "ScaleX/ScaleY" like normal on the first Scale Trigger, and simply tick the "Div by Value" boxes when scaling back on another Scale Trigger. For example, if you want to scale a block to 3.00, put "ScaleX" and "ScaleY" to 3.00. If you want it to return to 1.00 now, you would need to put 1/3 into the fields. This is not possible and leads to inaccuracies. By ticking the "Divide by Value" box, you divide the scale by 3.00, which brings you back to 1.00. This trigger appears as blue bell in the level editor. |
|
Update 2.2 | ||
| The follow trigger allows specific objects to follow other objects that are being moved with the move trigger. This trigger's edit menu includes 3 sliders and 2 selectors: "X Mod," "Y Mod," "Move Time," & "Target Group ID," and "Follow Group ID."
The "target" group is the objects that will follow the specified "follow" group. The target group will only follow the "follow" group if the objects in there are moving. The X-modification and Y-modification sliders define how abnormal the target destination will be in reference to the follow group's destination. Setting 1 as the X or Y-Mod will result in a complete movement to the X or Y-position the follow group is at. Therefore, the numbers are based on percentages: -1 would be a -100%, or exact opposite, movement; 0.5 would be a 50%, or half-finished, movement, and so forth. The X and Y-Mod ranges are from -1 to 1, but it can be set for more than manually. The move time controls how long it will take to complete the movement. As soon as that much time has elapsed, the group will stop moving, regardless of whether it is at the target destination or not, unless there is another follow trigger. Similar to colour, move and rotation triggers, the time range is from 0.00s to 10.00s and can be set for more than that manually. This trigger includes the Spawn-Triggered and Touch-Triggered options and appears as melon with a hint of salmon in the level editor. |
|
Update 2.1 | ||
| The Animate Trigger is used to give custom animations to Monsters, and it can also be used to activate the animation of Animated Objects.
Group ID: The Group ID of the objects you want to animate or change the animation of. Animation ID: Only used for Monsters. Check the information box in-game to get information about what "Animation ID" refers to what monster. |
|
Update 2.1 | ||
| This trigger is a variation of the Follow Trigger; it allows selected objects to follow the player in the Y-axis. In this trigger's edit menu, there are 3 sliders, 2 input boxes, and 1 selector: "Speed," "Delay," "MoveTime," "Offset," "Max Speed," "Target Group ID,".
The Speed slider is the multiplier of the target group's velocity when following the Player's Y axis position, the max being the player's Y velocity. The Delay slider controls how much time it should pass before the target group goes to the Player's Y-Axis current position. The "Move time" slider is how long the function should take effect. The "Offset" input box tells what position the target group should be (Positive number being above the player, negative being below) This trigger includes the Spawn-Triggered and Touch-Triggered options and appears as vanilla/light yellow in the level editor. |
|
Update 2.1 | ||
| The touch trigger may be configured to make tapping/holding the screen (or the mouse) (de)activate a group of objects. In this triggers edit menu, there is 1 selector and 4 tick boxes: "Group ID," "Dual Mode," "Hold Mode," "Toggle On," & "Toggle Off."
If the "Dual Mode" tick box is left unticked, the trigger works for both of the icons if the player is in dual mode. If it is not, the trigger only works with the original icon. If the player checks the tick box labelled "Hold Mode," the trigger functions as long as the player is holding down on their mouse, screen, or spacebar, and the player's icon is past the trigger or within it (if the touch-triggered tick box is ticked). "Toggle On" and "Toggle Off" determines whether or not holding/tapping/clicking will toggle the specified group on or off. If left unchecked, continued tapping will cycle between toggle on and off. In "Hold Mode", holding will toggle on and releasing will toggle off, but if "Toggle On" is selected, the actions are reversed. This trigger includes the Spawn-Triggered and Touch-Triggered options and appears as blue bolt in the level editor. |
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|
Update 2.1 | ||
| The On Death Trigger triggers an action upon the player's icon's death. The player must first entitle the trigger to a group of objects with an ID. Then, the player may choose to either activate or disable the group of objects.
This trigger includes the Spawn-Triggered and Touch-Triggered options and appears as a brick red in the level editor. |
|
Update 2.1 | ||
The advanced follow trigger is a far more complicated version of the follow trigger (hence the name). Its setup menu has 2 pages, on the first one there is:
On the second page, you can set how many of these options are shown, "1" shows the least and "2" shows all of them. Each option has a "+-" slider next to it for offsetting the value on its corresponding slider by a random amount (with the number you put in the slider being the highest/lowest number). "2" shows:
If you are wondering, triggers cannot move other triggers (except collision blocks, letter blocks, and checkpoints) |
|
Update 2.2 |
These triggers are object triggers whose functionality relies on other triggers. These were introduced in 2.0.
| Trigger | Setup menu | Description | Preview | Introduced |
|---|---|---|---|---|
| Spawn triggers activate a certain group of triggers that are marked "Spawn Triggered". When activated, the group to be activated will be triggered at the same time, regardless of horizontal placement. In Update 2.1 the trigger was updated with an option to delay the group's activation with a slider, with Update 2.2 adding increased precision to the delay. By default, the triggers activated by a spawn trigger can only be triggered once, even if the player passes by multiple spawn triggers activating the same triggers. This can be changed by checking the "Multi Activate" box in the triggers being spawn triggered.
In Update 2.2 a second page was added called the "Spawn Remap setup" where you can make other objects do the same actions without having to copy the same group of triggers useful for optimization, just change IDs by putting the first ID of the object you have an existing setup in "OriginalID" and the second ID of you new object on "NewID", then press the "+" button to add the modification and next time you active this trigger, the trigger will spawn the same trigger setup but affecting your new object, if you want to delete the added ID remap just press the box with the two IDs and after it turns pink press the "-" button to delete it, other thing you can do is when pressed the box then the "OriginalID" and "NewID" fields gets updated with the IDs the selected box has, you can use this to change one ID and prevent having to write both IDs. Here is an example of spawn remapping: A spawn trigger is set to spawn multiple triggers that change group 1, and you want the triggers to instead affect group 2. To do this, in "OriginalID" you put group 1 and in "NewID" you put group 2 (Have in mind if you want to spawn the same group of triggers with the remapped IDs then you have to activate the "Multi-Triggered" checkbox on the triggers with "Spawn Triggered" activated). The first page has 3 checkboxes, those being:
This trigger appears as teal green in the level editor. |
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|
Update 2.0 | ||
| The Stop trigger terminates the functions of all triggers within a selected group. To do this, the player must input the group ID of a trigger they wish to stop in the text box labelled "Group ID," and place the trigger in a convenient location.
In Update 2.2 three new features were added to the trigger. The first two are the "Resume" and "Pause" triggers. They can be placed by placing a stop trigger and clicking the checkboxes labeled "Resume" and "Pause" respectively. When a group is paused with a pause trigger, the group's actions are halted. Unlike a stop trigger, the player may spawn the group with a "Resume Trigger" to continue the group's actions. The third is a "UseControlID" checkbox, which if checked makes the stop trigger check for a Control ID rather than a Group ID. Control IDs can be added to triggers by selecting them, tapping the "Edit Group" button, then tapping the "Extra2" button, and finally setting your desired Control ID. This trigger incorporates the Spawn-Triggered and Touch-Triggered options and appears as maroon in the level editor. If the "Pause" or "Resume" checkboxes are activated, the trigger will appear as orange or green. |
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|
Update 2.1 | ||
| The collision trigger sets off an action upon two selected collision block's encounter. It uses a special block called "Collision block"
The player is to assign IDs to 2 blocks (block A/B), which are the blocks that are to collide. Keep in note that one of the said blocks must have the "Dynamic Block" box checked in order to work. The player may determine whether block A and B's collision shall make the target objects activate or deactivate. The player must also input the "Target ID," which is the Group ID of the object(s) the player wishes to (de)activate. If the "Trigger On Exit" tick box is checked, the trigger will function when both blocks were but are no longer within each other's hitbox. When the trigger functions, the target group will be (de)activated, and it will work as a Spawn trigger to the same group; every "Spawn-Triggered" trigger in the group will be activated (if the player chose to activate the target group). This trigger includes the Spawn-Triggered and Touch-Triggered options and appears as light blue in the level editor. |
|
Update 2.1 | ||
| The instant collision trigger is different than the collision trigger, only checking for collision when it is activated. It has the same "BlockA/B ID" boxes as the collision trigger, but instead spawns "TrueID" or "FalseID" depending on whether the collision is or is not happening (respectively). This also has 3 checkboxes present in the collision trigger, the P1/2/P checkboxes. Selecting "P1/2" sets "BlockA" to player 1/2 respectively, selecting both at once sets "BlockA" to either player (P), and selecting "PP" sets "BlockA" to player 1 and "BlockB" to player 2 along with deactivating the other 2 checkboxes. |
|
Update 2.2 | ||
The sequence trigger spawns a sequence of triggers each time it is activated. To use this trigger, put a group ID in the "GroupID" box, and the number of times you want it to activate in a row in the "Count" box; and then press the [+] button. You have just added a "Step" to the sequence trigger. These steps can be selected by tapping on/clicking them, the currently selected step (if any) is shown as pink. All steps, up to a max of 32, are put in the center of the trigger's menu in the order they are activated (except 22 of them do not appear). There are also options for ending modes and reset modes, those being:
There are 2 sliders for resetting the sequence, MinInt and Reset. MinInt is the minimum interval between steps (to quote the help menu), if the next step is not activated before [MinInt] seconds, then the sequence is reset. Reset resets the sequence after [Reset] seconds, regardless of if the trigger is activated again in that time.
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Update 2.2 | ||
| The random trigger spawns 1 of 2 groups of triggers randomly. The Chance slider is the chance group 1 will be activated as a %, the chance of group 2 being activated is (100-[Chance])%. For example, if Chance is 75%, group 1 has a 75% chance of activating and group 2 has a 25% chance of activating.
Note: It only spawns triggers, do not work as a Toggle trigger if you were wondering. |
|
Update 2.2 | ||
| The Advanced Random (AdvRand) trigger randomly spawns 1 of up to 20 groups (despite the fact that only 10 actually fit inside the box at the center of the screen). To use this trigger, put a group ID in the "GroupID" box, and the relative chance of the group being spawned in the "Chance" box; and then press the [+] button. The relative chance is converted into a % using the formula 100([Chance]/[All chances added together]).
Note: It only spawns triggers, do not work as a Toggle trigger if you were wondering. |
|
Update 2.2 | ||
Edits attributes of an object being affected by an advanced follow trigger, it has the same "+-" sliders as said trigger.
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|
Update 2.2 | ||
| The re-target advanced follow trigger sets "Target GID" to follow a different group, using options from both the 2 previously listed triggers. It also has the longest name of any trigger. |
|
Update 2.2 | ||
| The keyframe trigger plays a keyframe animation made by the player. Animation Group ID is the groupID of every keyframe. Target ID can be a different group to use for the animation, rather than using the one set in the keyframes (see below). Parent ID can be a group parent to use for the center of rotation for the animation (useful if the animation consists of multiple objects). The modifiers on the second page speed up/slow down the animation (Time Mod), offset movement (Position X/Y Mod), amplify rotation (Rotation Mod, a multiplier), and amplify scaling (Scale X/Y Mod, also a multiplier). |
|
Update 2.2 | ||
|
Keyframes are used for building keyframe animations. They act as the different "steps" in an animation, where objects move (move the keyframes), rotate (to where the arrow faces), and scale (scale the keyframes) from one step to the next. Multiple are needed for an animation, and they ALL need to have the SAME groupID. You also need to copy + paste the previous keyframe to continue the animation. There are also tons of options in the trigger's menu, they are:
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|
Update 2.2 |
These triggers are object triggers that require the use of ItemIDs and/or TimeIDs. They were introduced in 2.1.
These triggers affect objects in a specified area around a single object belonging to its own group, either player, or different places on the screen. This section is still in the works (better descriptions, setup menus, etc. all needed). These were introduced in 2.2.
These triggers directly affect (manipulate) gameplay in unique ways - and were designed to do so - they were introduced in 2.2.
These triggers are merely cosmetic effects, and were introduced on the game's release.
Camera triggers adjust the game's camera, which follows the player by default. These were supposed to be released in 2.1, but got held back to 2.2.
Shader effect triggers control visual post-processing effects. These were introduced in 2.2. This section is still in the works.
Audio Triggers affect songs or sound effects in your level. These were introduced in 2.2.
| Trigger | Setup menu | Description | Preview | Introduced |
|---|---|---|---|---|
| Lets you change the song in the middle of a level. You can choose between your saved songs, a song ID on newgrounds, the music library and NCS. You cannot use the official songs from main levels. | Error creating thumbnail: File:SongTriggerPreviewLow.mp4 |
Update 2.2 | ||
| Let's you modify the song you previously chose. You can stop the song, change the speed, change the volume, or even make it only play in a certain area. | Error creating thumbnail: File:EditSongTriggerPreviewLow.mp4 |
Update 2.2 | ||
|
Lets you put a sound effect in your level to make it more realistic. There are over 23,000 to choose from! You can also put effects like reverb and looping on them. | Error creating thumbnail: File:SFXTriggerPreviewLow.mp4 |
Update 2.2 | |
|
Same as Edit Song but with SFX. | Error creating thumbnail: File:EditSFXTriggerPreviewLow.mp4 |
Update 2.2 |
Transition triggers affect how objects enter and exit the screen. This is cosmetic and does not affect physical gameplay (except the inaccessible in editor one). Custom enter effect triggers were also added in 2.2, allowing players to further customize how objects enter and exit the screen. These were introduced on the game's release.
These triggers indirectly affect gameplay, or do not fit in any other category. These were introduced on the game's release.
The Particle Editor
This is not technically a trigger, but is instead the particle editor. Since it does not have its own section, this is probably a suitable place for it. It has many options (along with +- sliders), which are listed in the tabber below.
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Motion Section (Gravity)
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Motion Section (Radius)
-
Visual Section
-
Extra Section
-
Texture Section
This section controls the motion of the particles.
- General:
- Max Particles - Max amount of particles coming from this object that can coexist (eg if it is 30, only 30 particles at a time may be emitted before any more can)
- Duration - The duration in seconds for which particles are emitted before they stop being emitted (until all the particles "die", at which point the cycle continues)
- Inf. - Sets the duration to -1 (which is an infinite duration)
- Lifetime - How long the particles last, in seconds, before "dying" (disappearing/despawning)
- Note that for start/end settings, particles transition from the start setting to the end setting gradually over [Lifetime] seconds
- Emission - How many particles are emitted per second
- Max - Sets the Emission to -1 (an endless stream of particles)
- Calc - Calculates what the emission should be based on different settings you have set
- Angle - This refers to the angle at which particles are emitted (in gravity mode negative 90 is up, and in radius mode positive 90 is up for some reason)
- Gravity Mode:
- Speed - Speed at which particles travel, make it negative for them to go in the other direction
- PosVarX/Y - Randomized offset where particles spawn on each axis
- GravityX/Y - Gravity on each axis (+x = right, -x = left, +y = up, -y = down)
- AccelRad/Tan - Boosted acceleration in both directions on the X and Y axes respectively
- Radius Mode:
- Start/EndRad - Distance from the object's center in every direction at which particles spawn and despawn respectively
- RotSec - Rotations per second, how many times per second particles rotate around the object's center from start to finish
These sections control visual attributes of the particles.
Visual:
- Start/End Size - Size of particles when they spawn and despawn respectively
- Start/End Spin - Rotation of particles when they spawn and despawn respectively
- Start/EndRGBA - Red, Green, Blue, and Alpha (opacity) values of particles when they spawn and despawn, respectively
Texture:
- (Images) - 213 different textures to change the particles to!
- PerfLog - Shows the following in the bottom right of the preveiw panel (in the bottom left)
- [Active ("Alive"/Currently Present) Particles]/[Max Particles]
- [Draw Cost] - Try to keep this as low as possible (do not set every setting and +- slider to max, do not abuse particles and settings)
Misc Buttons (Not in either section):
- C Button - Force-updates particle colors in the main editor
- P Button - Force-updates particle texture in the main editor and exits the particle editor
This section has the most options, and controls everything else about the particles that wasn't in the previous 2 sections.
Those options are:
- Free - Particles remain at the same relative position with the camera throughout their lifetimes, wherever they spawn relative to the camera is where they stay until they despawn
- Relative - Particles remain at the same relative position with the level throughout their lifetimes, the position at which they spawn at in the level is where they stay (this is useful for trails)
- Grouped - Particles remain at the same relative position with the object throughout their lifetimes, if the object moves, the particles do too (note: this would not create a trail effect)
- Fade In/Out - Duration in seconds at which particles fade in/out after spawning and before despawning respectively
- FrictionP/S/R - Friction P adds friction to particles on the both axes
- Respawn
- Additive - Toggles transparency of the particles (on = transparent particles)
- Start Size/Spin/Rad = End - Makes the start size, spin, and/or radius end values equal to their respective start values (this overrides settings you set)
- Start rot is dir - Makes particles rotate the direction they move towards, rotation can still be applied afterward
- This was probably meant to work the other way around
- Use/Uniform obj color - Makes particles use the object color, uniform object color also makes particles' color update with the object's color, along with for some reason hiding them in the editor
- Dynamic Rotation - Same as Start rot is dir, except rotation cannot be applied afterward
- Animate on Trigger - Can be toggled by an animate trigger (similar to the spawn particle trigger)
- Animate Active Only - Particles do not spawn unless activated by an animat or spawn particle trigger
- Order Sensitive - Makes the particles sensitive to order, see trivia section for more info (will put it in the editor page, too)
- Start/End RGB VarSync - Makes the start and end +- sliders next to Start/EndRGB equal respectively (ex Start RGB VarSync makes the +- sliders next to StartR/G/B equal)
- Quick Start - Makes the particles load faster
Touch Triggered, Spawn Triggered and Multi-Trigger
All triggers except letter triggers have a "Touch Triggered" option. Enabling this will give the trigger a hitbox; the trigger will be activated only if the player enters the hitbox.
Every trigger mentioned before here (except the letter triggers) also has a "Spawn Triggered" option. Enabling this will make the trigger not activate at all (not even if the player goes past it) until it is spawned using the spawn mechanic found in spawn, touch, count, instant count, collision, instant collision, state, time, time event, end, and on death triggers, and the toggle block.
After enabling any of this checks a third option appears named Multi-Trigger, when checked it allows the trigger to be activated multiple times by just re-entering the hitbox if "Touch Triggered" or activated by a Spawn Trigger if "Spawn Triggered" instead of just once, this can come handy if you want a certain group of triggers do the same action multiple times, if you want to do a loop action with triggers, or if you want to use spawn remapping.
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Trigger without "Spawn or Touch Triggered" checks activated
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Trigger with "Spawn Triggered" check activated
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Trigger with "Touch Triggered" check activated
Trivia
- Before Update 2.2, almost every trigger added in Update 2.1 had either unfinished or placeholder help text such as "X trigger help" or "X trigger command help."

- To compensate for the unfinished help text, RobTop created two levels named "Editor Examples 002" and "Editor Examples 003", which demonstrate the functions of the new 2.1 triggers.
- On the filtred editor of Update 2.2 taken from the updated spin off games, if you press the help button on the 2.2 triggers you will find funny messages RobTop left as a placeholder and in case someone hack the game.
- In Update 2.0, infinite colour channels were introduced, allowing players to now use far more colors in various background objects and tiles, unlike before in 1.9, when players are limited to only four colour channels. As of Update 2.2, the max amount of colour channels is 999.
- The square-shaped custom ring in the editor serves as a toggle trigger: it can activate or deactivate a group upon tapping.
- The item pickups may also serve as touch toggle triggers: it can activate or deactivate a group upon being touched.
- The player may disable the effects of shake triggers in Options, where they may select "Disable Shake Effects."
- In Update 2.1, the triggers that changed the line, ground 1, ground 2, background, object colour, and 3DL were merged into a new trigger, the colour trigger.
- The player can navigate to the "+" symbol in the Colour trigger, thereby opening the "Special Colour Select" to acquire the ability to change a special colour.
- The "Tint Ground" option is exclusive to the background colour trigger. It would change the ground 1 colour to the same colour as the background.
- This does not work in the editor's play test mode.
- The original special colour triggers (BG, G, G2, LINE, OBJ, 3DL) can be used by copying one of them as a special object or adding them to the player’s custom objects in/from a level made before Update 2.1 was released.

- There is an unused counter trigger texture accessible by selecting it on custom delete.
- The solid start position was a "level end" object that did nothing in 1.0.
- In Update 2.2, an end trigger was added, acting how the unused trigger is suspected to have worked, ending the level upon activation.
- If a Spawn trigger is configured to spawn a Stop trigger with more than 0 delay and the Stop trigger is configured to stop the Spawn trigger, the game crashes.
- SPAWN Group 2 (in Group 1) --> STOP Group 1 (in Group 2)
- Fixed in Geometry Dash World 2.2.11.
- Spawning a trigger that is spawn triggered, touch triggered and multi activate (obtainable by editing level data) makes it no longer touch triggerable.
- But not in Geometry Dash World 2.2.11.
- There is another editor feature similar to gameplay channel called "Order". All triggers in order 1 must be activated before ANY triggers in order 2 can be activated, same for order 2, 3, etc. Triggers in order 0 are unaffected (since order 0 is just null).
- The game defaults both order and channel to 0, the difference is that channel 0 actually exists.
- Special color channels, like the background, ground and others have colour channels too, being (since 2.2):

- 1000 - BG
- 1001 - G1
- 1002 - Line(L)
- 1003 - 3DL
- 1004 - Object
- 1005 - P-Col 1
- 1006 - P-Col 2
- 1007 - Light BG
- 1009 - G2
- 1010 - Black
- 1011 - White
- 1012 - Lighter
- 1013 - MG
- 1014 - MG2
Any more than 1014 will only return "N/A".
Also some color channels (such as 1200, 2000 etc,) are corrupted meaning they *often* crash the game
- The Gameplay Rotation Trigger can mess with Camera Triggers if those are activated from start and if the Gameplay Rotation Trigger do not have "Spawn Triggered" or "Touch Triggered" activated.
- If using the Item Counter with "Attempts" option checked on classic mode, the counter will not count your total attempts, it is a weird bug because this needs to count in either classic and platformer mode but this will count only on platformer but with a little delay starting from "0" and then your current attempt.
- When you make the Item Counter show "Points" you see the game is taking 1000 points by each second it passes, it is because for default this condition is enabled and the only way to make it stop is by going to the extra options from the editor's option menu (Not the ones inside the editor's pause menu) and check "No time penalty" option.
- Secret coins have a similar functionality to triggers, they can spawn a groupID when collected. Although, this isn't something you can see unless you have a way to see unlisted objects in the editor.
- Also secret coins are auto-deleted after you exit the editor, so even if you get one in your level it's pretty useless because it'll be gone very soon.
- This also applies to User Coins and the best way to see it in action is if you have a copy of one of any of the official platformer levels, copy the coin from there, place it on a new level from the editor label and use the ID "279" ("281" for The Tower) on any Trigger, when taken it will activate the trigger with the same ID, even if you turn on the option "Trace In" on one of the SFX trigger with the ID "279" ("281" for The Tower) you'll see the effect is activated directly from the coins and not from a hidden trigger.[1]

- Keyframe Object has a bug where if after giving an ID of an object and check "Preview art" when you want to see the keyframe you see it's gone but you can select it, to prevent this you need to put an object with the same ID as Parent (Parent ID works as a center for your group of objects) and when you select all the line of keyframes with "Select all" and "Update art" if you already checked "Preview art" or just uncheck and check said option again and you will see the preview again.
- The second bug is when you uncheck "Preview art" on your Keyframe Object, you'll see that the keyframe arrow is moved away from the center and it's hitbox to click gets a little bigger, this bug gets fixed when you exit and re-enter to the editor.


- If selected two Toggle Blocks and check "Edit Object" instead of the normal options you see in a normal Toggle Block, you will see trigger options meaning the setup menu turned instead to be for a Toggle Box it changed to be for the Toggle Trigger, messing with the options does nothing and doesn't affect the funtionality of the Toggle Blocks.
- While the timewarp trigger's help menu does tell you how the trigger works, Robtop also left another message in the help menu. It reads:
- "I need to add more options before you can do Za Warudo..."
- "Za Warudo" means "The World" in Japanese (You know, a Jojo reference).

- There is a template trigger within the games files, that (as of 2.2) uses the texture for the state block. Within its menu, it's referred to as the "Object Control" trigger, despite doing nothing. It's another unlisted object, except it's not auto-deleted when you exit the level.


- On the initial release of the game there was a old texture for the end trigger but you cannot place it or use it because the game used that trigger as a position to create the end wall, even though if you hack the 1.0 version of the game to put that trigger on a level it won't do anything at all than work as a block.
- After 1.6 the texture was deleted from the game leaving an empty space but the fuction is still the same making the texture to be scrapped until we had the actual end trigger.
- After 2.0 the game uses the default block texture for this trigger, the fuction is still the same.
2.1 trigger help text
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Follow player Y help in 2.1 showing nothing.
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Collision Block help in 2.1 just showing a template message.
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Pickup help in 2.1, you get the idea.
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Move Enter Effect trigger help from the leaked editor of the spin off games with the early 2.2 code.
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Enter Effect help for noisy people.
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Stop Area help on the leaked editor for the new players of 2.2
Particles from the files in-game
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Most of the particle fx
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Most of the remaining particle fx
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Speed particle fx
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Particle fx for the end portal and bg particles in flying modes
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What all the colors mean

























































































































































































































