Triggers

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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

[edit | edit source]

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

[edit | edit source]

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.

Trigger Description Preview Introduced
'D' (Dart/Damage) block: Suppresses the wave from receiving damage from platforms. Update 2.1
'J' (Jump) block: Suppresses the cube from performing a consecutive jump when input button is held after touching an orb. Update 2.1
'S' (Stop) block: Stops the effects of dash orbs. Update 2.1
'H' (Hit/Head) block: Suppresses the cube, robot and spider from receiving overhead damage.
Update 2.1
'F' (Flip) block: Causes the player to flip gravity when hitting a block overhead. Tip: these should be used with J blocks if you do not want the player to jump immediately after hitting them. Update 2.2

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.


Superseded triggers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


Pre 2.2






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.

  • Putting a 10 into the X will move the group 1 grid square right.
  • Putting a 1 in the X will not move the group 1 grid square right, but rather 1/10 of a grid square.
  • If X is positive the group moves right.
  • If X is negative, the group will move left.
  • If Y is positive the group will move upwards, and if Y is negative, the group will move downwards.
  • The player can put a number in for both X and Y to make it move diagonally.
  • The slider allows movement from -100 to 100, but the actual range is -9999 to 99999, as the player can input 5-digit integers outside that range.

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


On


Off
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
2.1


2.2






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
2.1


2.2
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.



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
First Page

Pg 2, "1" Option

Pg 2, "2" Option

Pg 2, "3" Option
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:
  • "Target GID" - The groupID that is to follow something else
  • "Follow GID" - The groupID to be followed by "Target GID"
  • "Priority" - Presumably, triggers with higher priorities override triggers that have the same target and follow GIDs but lower priority
  • "X/Y Only" - Only follow an object along the X or Y axis
  • "P1/2, C" - Set either player 1, player 2, or the camera (respectively) as "Follow GID"
  • "Rotate Dir" - When "Follow GID" rotates, "Target GID" rotates with it (while checked)
  • "Pre" - The most unfinished menu in the entire game, after clicking/tapping a button (currently, there is only homing ball and homing missile), many settings are set for you; from there you just have to set the follow and target groupIDs

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:

  • "Delay" - Delay before the trigger activates
  • "MaxSpeed" - The fastest "Follow GID" can move, not entirely sure how that is measured
  • "MaxRange"
  • "StartSpeed" - How fast "Follow GID" moves when the trigger is activated, measured the same way as "MaxSpeed"
  • "StartDir" - (Presumably) The rotation of "Target GID" when the trigger is activated, measured in degrees
  • "Acceleration" - Applies acceleration to "Target GID"; acceleration is basically speed
  • "Friction" - Applies friction to "Target GID"; friction is what stops objects from sliding infinitely
  • "NearDist"
  • "NearFriction" - Force of friction when "Target GID" is close to "Follow GID"
  • "NearAccel" - Force of acceleration when "Target GID" is close to "Follow GID"

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
2.0




2.2
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:

  • Preview Disable: This can make the spawn disable when playtesting on the editor, this does not affect it is behaviour on Normal mode.
  • Spawn Ordered: Imagine this: you want a set of triggers spawn like in Classic mode or by the music guideline but when activating a Spawn Trigger, this is the option for you. When you check this option then it will turn into "Ordered mode" spawning the triggers from left to right without using a new spawn trigger for each trigger you want to activate on sequence; but remember, the distance between triggers indicates the delay of spawning.
  • Reset Remap: This option resets remaps made to the spawn group. For example: if group 2 was remapped to group 5, and you wanted whatever trigger was changing group 5 to change group 2 again, you would use the Reset Remap option.

This trigger appears as teal green in the level editor.



Update 2.0




2.1


2.2
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.



Update 2.1
2.1


2.2
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:
  • Mode Stop: Stops the sequence after the last step is finished
  • Mode Loop: Goes back to the beginning of the sequence each time the last step is finished
  • Mode Last: Does the last step twice, then the sequence stops
  • Reset Full: When the sequence is reset, the entire sequence is reset (you go back to the beginning of the sequence)
  • Reset Step: When the sequence is reset, only the current step is reset (you go back to the beginning of the current step)

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.

  • Unique Remap: When checked and activating it using a Spawn Trigger with Remapped IDs where you want another object to be painted or moved but if you want to have it is own sequence without altering the default sequence then this is your option, for example, you want a object to be moved like 7 times then be colored 3 times but you want the same effect to be aplied to object no. 2 and then instead of copying and setup the trigger again for that object, you can use the remap setup but then you see when activating, Object no.1 moves 5 times and Object no.2 2 times, using this option just makes the remapped IDs have it is own times to spawn that after activating again Object no.1 moves the 7 times and then Object no.2 moves the same 7 times.
Normal mode


"Unique Remap" enabled
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.
  • "Target GID" - The same one used in the initial advanced follow trigger
  • "X/Y Only" - Same as in the advanced follow trigger
  • "ModX/Y" - Modifiers that control follow speed on each axis
  • "Speed" - Speed "Target GID" is moving at, still do not know how that is measured
  • "Dir" - (Presumably) The direction "Target GID" is facing, in degrees
  • "Target ControlID" - Targets a control ID rather than a groupID (not sure if this is referring to "Target GID" or "Follow GID", but it is probably the latter given that both this trigger and the advfollow trigger rely on finding a groupID for "Target GID")
  • "Redirect Dir"
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:
  • GroupID: The groupID of the object(s) to be in the keyframe animation
  • Duration: Length (in seconds) for the GroupID to get to the next keyframe
  • x360: Times GroupID rotates 360° over Duration
  • SpawnGID: Spawns a groupID when GroupID reaches the next keyframe
    • Prox: Spawns SpawnGID when GroupID is instead close to the next keyframe, but not at it yet
    • Spawn Delay: Delay SpawnGID
  • CW/CCW: Force all rotation ClockWise↻/CounterClockWise↺ respectively
  • Curve: Changes movement to the next keyframe from a straight line to curved movement generated with cubic interpolation
  • Easing: Same easing options from the move trigger, and literally every other trigger with easing options
  • Duration Options - these apply to every keyframe:
    • Time: Duration = Duration (what you put yourself in each keyframe)
    • Even: Duration = [Duration]/[#ofKeyframes]
    • Dist: Duration = [DistanceGroupIDtravels]/[#ofKeyframes]
  • LineOpacity: Opacity (transparency) of the lines between keyframes
  • Auto Layer
  • Ref Only: Used as "an inbetween frame" (-Robtop), cannot set settings in these; used for manipulating scale, rotation, and movement between main keyframes
  • Preview Art: See GroupID instead of the keyframes
  • Close Loop: Makes the last step go back to the first step, creating an indefinite loop until the end of time
  • Select All: Selects every keyframe and kicks you out to the main editor
  • Update Art: Manually update the art shown by Preview Art
  • Dup Anim: Duplicates all keyframes to a separate animation and kicks you out to the editor
  • Reverse Order: Reverses the keyframe order (first becomes last & vice versa, etc), and also kicks you out to the editor
Update 2.2

These triggers are object triggers that require the use of ItemIDs and/or TimeIDs. They were introduced in 2.1.

Trigger Setup Menu Description Preview Introduced
Count triggers are used to trigger actions after the player has collected a specific amount of items. In this trigger's edit menu, there are 3 selectors and 2 tickboxes: "Item ID," "Target ID," "Target Count," and "Activate Group," and "Multi Activate."

The target group is the group that is to be (de)activated; the item group is the group of items that are deemed the collectables; the target count is the amount of items needed to (de)activate the target group.

The player may select whether or not achieving the target count deactivates or activates the target group with the "Activate Group" tick box (ticked = activates; unticked = deactivates).

In correspondence with this trigger, there is a live object counter that shows the player's progress regarding how many of the specific items they have collected.

This trigger includes the Spawn-Triggered and Touch-Triggered options and appears as light-pink in the level editor.

Update 2.1
The instant count trigger serves as a secondary, conditional Count Trigger. This trigger's edit menu is almost identical to that of the Count Trigger's, there are 3 selectors and 4 tick boxes: "Item ID," "Target ID," "Target Count," and "Activate Group," "Equals," "Larger," & "Smaller."

The target group is the group that is to be (de)activated; the item group is the group of items that are deemed the collectables; the target count is the number of items that determines when the target group will be (de)activated.

The tick boxes, "Equals," "Larger," and "Smaller", determine when the target group will be (de)activated.

  • If "equals" is selected, the player must achieve the exact target count to (de)activate the target group.
  • If "larger" is selected, the player must gain more objects than the target count to (de)activate the target group.
  • If "smaller" is selected, the target group will be (de)activated until the player reaches the target goal or gains more than thereof.

The player may select whether or not achieving the target count deactivates or activates the target group with the "Activate Group" tick box (ticked = activates; unticked = deactivates).

This trigger includes the Spawn-Triggered and Touch-Triggered options and appears as lightish-pink in the level editor.

Update 2.1
The pickup trigger serves as a secondary count trigger. There are 2 selectors in this trigger's edit menu: "Item ID" and "Count." The item ID is the ID given to an object counter and the "count" selector defines which number the counter should begin counting on. In Update 2.2, checkboxes for multiplying and dividing were added.

This trigger includes the Spawn-Triggered and Touch-Triggered options and appears as vermilion/orange in the level editor.

Update 2.1
The reset trigger resets groupIDs of pickups, checkpoints and breakable blocks.

This trigger includes the Spawn-Triggered and Touch-Triggered options and appears as vermilion/orange with an R in the level editor.

Update 2.2
The time trigger starts a timer that counts up at a rate of 1/s. This can be modified through various options such as ignoring timewarp triggers, making the timer start as paused, multiplying the rate it increases at, and/or not overriding a pre-existing timeID (instead adding? to it). You can use negative numbers to make it decrease instead. "GroupID" is spawned and the timer stops when "StopTime" is reached if the checkbox next to it is checked.

Note that timeIDs are stored separate from itemIDs. If you use a counter to display a timer, you must use the "Timer" option.

Update 2.2
The time event trigger spawn activates "GroupID" when "ItemID" (a timeID) reaches "TargetTime". Unlike the time trigger, you can set this to happen more than once, and the timer is not stopped. Update 2.2
The time control trigger exists for the sole purpose of pausing and resuming timers. Update 2.2
The item compare trigger compares itemIDs, timeIDs, your current attempt count, your current game points1, and/or your current time spent in the level2, then spawns a groupID based on whether the comparison is true or false. There are numerous options, including rounding functions and forcing values positive/negative:
  • NA: Not Applicable - Nothing
  • ABS: Absolute Value - Forces values positive
  • NEG: Negative - Forces values negative
  • RND: Round - Rounds values logically; .49 or less is rounded down, .50 or more is rounded up
  • FLR: Floor Rounding - Rounds values down
  • CEI: Ceiling Rounding - Rounds values up

There are also different inequality options, those being:

  • ==, Equals - Checks if the values are equal (within tolerance)
  • >, Greater Than - Checks if the final value on the right side is greater than the one on the left
  • >=, Greater Than or Equal To - Checks if the final value on the right side is greater than or equal to the one on the left
  • <, Less Than - Checks if the final value on the right side is less than the one on the left
  • <=, Less Than or Equal To - Checks if the final value on the right side is less than or equal to the one on the left
  • =!, Not Equal - Checks if the final values are not equal (within tolerance)

There also exist options to change how modifiers (Mod1 & Mod2) work, they are:

  • •, Multiplication - The modifiers are multiplied to their corresponding values
  • /, Division - The modifiers' corresponding values are divided by their respective modifiers
  • +, Addition - The modifiers are added to their corresponding values
  • -, Subtraction - The modifiers are subtracted from their corresponding values

"Tolerance" is how far off in either direction the two final values can be from each other to still be considered equal. Ex if the tolerance was 2, and the comparison was 5 == 4, it would still be considered true because 4 is at most 2 more/less than 5.

1Sometimes shown as "GP", shown as "Points:" in the pause menu, platformer exclusive; this is the built-in points system
2Shown as "Main Time:" in the pause menu, also platformer exclusive

Update 2.2
The item edit trigger edits an itemID, and shares many functions with the item compare trigger (see above). Update 2.2
The item persistent trigger can make itemIDs and timeIDs persistent or reset them. There is also an option to do the previously mentioned actions to ALL persistent itemIDs. Note that persistent itemIDs still reset when you exit the level.

TimeID works too but if you check the option "Timer" on the Item Persistent trigger and "do not Override" on the Time trigger to do the effect, to reset activate a Item Persisten trigger with the TimeID and the "Timer" option check and activate a Time trigger with "do not Override" option unchecked.

Update 2.2

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.

Trigger Setup menu Description Preview Introduced
1st page


"XY Mode" & "Ease Out" selected


2nd page
Moves objects in an area around a Target; movement can be either in the direction of a specified angle, or an amount along one or both axes. The size of the area itself is determined by "Length", which is the radius of the area in grid space tenths (1 "Length" = .1 grid spaces). The target can be any of the following:
  • P1/2 - Player 1/2
  • Camera Positions:
    • C - Center
    • B - Bottom
    • T - Top
    • L - Left
    • R - Right

On the second page, there are 10 area options, displayed on the buttons in the bottom left. There is also a feature called "Deadzone". The deadzone is the fraction of the area around the target that is considered part of the center. For example, if "Length" was 100 and "Deadzone" was .25 (1/4), 1/4 of the length (25) would all be considered the center of the area, and the remaining 3/4 of the length (75) would behave normally. If that didn't make sense, see the Preview column next to Area Fade.

Update 2.2
This trigger exists for editing preexisting area move triggers. "Use EID" uses an effect ID from an area move trigger. Update 2.2
1st page


"Ease Out" selected


2nd page
Rotates objects a given amount of degrees - centered around themselves - in an area around a Target. Update 2.2
This trigger exists for editing preexisting area rotate triggers. Update 2.2


Scales objects - by setting the scale of affected objects, which use their own centers for scaling - in an area around a Target. Update 2.2
This trigger exists for editing preexisting area scale triggers. Update 2.2


Fades objects in an area around a Target; the opacity of objects when you're close to them is from opacity (which can be kind of confusing).

Example of how "Deadzone" works (it's easier to notice with a higher Deadzone)
Update 2.2
This trigger exists for editing preexisting area fade triggers. Update 2.2
1st page


"HSV" without an HSV set


"HSV" with an HSV set


2nd page
Tints objects an amount of a color channel, or an HSV, in an area around a Target. Update 2.2
This trigger exists for editing preexisting area tint triggers. Update 2.2
Exists for the sole purpose of stopping area triggers. Update 2.2

These triggers directly affect (manipulate) gameplay in unique ways - and were designed to do so - they were introduced in 2.2.

Trigger Setup menu Description Preview Introduced
TimeWarp triggers modify the speed of the game. Lower numbers = Go slower, higher numbers = Go Faster.

Za Warudo - RobTop.

Update 2.2
Gameplay triggers (also known as arrow triggers or gameplay rotation triggers) modify the direction of both gameplay and gravity, through rotating or flipping the trigger. They can also modify (or override) player velocity. Gameplay triggers can also be used as a way to only switch the direction of gravity or the current gameplay channel.

The gameplay channel controls which triggers can be activated, and defaults to 0. Gameplay channels are very important when using this trigger.

The player's gravity is indicated by the bar underneath the arrow, and the gameplay direction is indicated by the arrow itself. When you are sideways, normal gravity is on the left and reverse/upside-down gravity is on the right; along with that, in platformer mode, moving right is up and moving left is down.

If you choose to use the gameplay trigger to go sideways or backwards (or backwards while sideways), it should be placed at the spot where you switch direction, and switch to the next free gameplay channel. This will help the level sync and make other triggers work correctly. This should also be used if you have a orb or pad with the "reverse" option checked, to switch the next free gameplay channel (also said orb or pad must be in that gameplay channel, and the gameplay trigger must point the direction the orb or pad will make the player face). This, again, will make other triggers work correctly.

As for player velocity, its max value (1) will make the player "jump" at the spot the trigger is activated, meanwhile its minimum value (-1) will make the player go down (kind of like a black orb).

Update 2.2
Player control triggers control your player.

Stop Jump: Stops jumping if you holded before activating this trigger.

Stop Move: (Only for platformer) Stops the movement if you holded the movement controls before activating this trigger.

Stop Rot: (Only for platformer) Stops any rotation made by the icon only applicable to Icon and Ball

Stop Slide: (Only for platformer) Stops your momentum made by going through a slope without "StickSlope" option, a Dash Orb/Ring, the Force Block, or the force made by a Teleport portal or the Teleport Trigger.



Update 2.2
The reverse trigger reverses the current gameplay direction, nothing else.

As planned before, RobTop added the "Order" function to activate the triggers when you pass them after going reverse but if you let the triggers like that, it activates the moment you hit the reverse trigger, even tho I guess if you combine it with a toggle trigger to activate the triggers behind you, it can be kinda useful.

If you choose to use this trigger, you should use "Channels" (which would require the use of the gameplay trigger, a suitable replacement for the reverse trigger).

Update 2.2
The gravity trigger changes the force of gravity in every gamemode except for wave. Lower numbers = jump higher & fall slower, higher numbers = jump lower & fall faster.

I will not get into too much detail, but the reason the wave gamemode is not affected by this trigger is because it is not physics-based; every other gamemode is.

Longer Explanation

What I mean when I say the other gamemodes are physics-based is they're affected by the force of gravity, and other forces that might be applied. The wave gamemode isn't. While it still technically has physics, they're only letting its movement directions rotate and forcing its vertical speed to match its horizontal speed (or its vertical speed double its horizontal speed in mini-wave). This is also why if you somehow get wave in platformer (through bugs or mods) you can only move while going left or right.
Update 2.2
Square Force Block


Circular Force Block
"Range" Off


"Range" On
Force blocks apply a force to the player. The "Range" option changes force at different points within the block (maxforce = force in the center, minforce = force on the surface), the "Relative" option makes the direction the player moves based on the angle between the object and the player - which isn't very useful in classic mode - and the ForceID is to stop forces from stacking. Forces from force blocks with the same forceID don't stack. For example, if 2 force blocks with different forceIDs were applied, their forces would stack - but if they had the same forceID, their forces would not stack.

Also if you're wondering, the square and circular force blocks are functionally identical, they just have different collision.

Update 2.2

These triggers are merely cosmetic effects, and were introduced on the game's release.

Trigger Setup menu Description Preview Introduced
Shake triggers shake the view of the screen. Upon editing this trigger the player will see 3 selectors: Shake, Interval, and Duration. These allow the player to alter how intense the shaking is, the rate at which the shaking gets more intense, and how long the shaking lasts.

This trigger includes the Spawn-Triggered and Touch-Triggered options. It also looks very distinctive from the other triggers; it appears in the level editor as a zig-zagged line with the word "Shake" above it (most likely relating it to seismographic data).

Update 2.1
The secondary trail is a copy of the player's primary colour in the shape of the icon at its current position that is repeated as the other copies fade away behind the player.

The Enable Trigger enables the secondary trail left by a player.

Initial release
The Disable Trigger disables the secondary trail left by a player. Initial release
Disables hiding of the icon enabled by the Hide Icon Trigger. Update 2.1
Hides the icon and any particle effects stemming directly from the icon (but not those produced by interactions with other objects) Update 2.1
Background Effect On triggers enable the particles the player's cube (if grounded), ship, UFO and/or wave exerts. If the Background Effect Off was in use beforehand, the Background Effect On trigger nullifies the elimination thereof. Update 2.1
Background Effect Off triggers eliminate the particles the player's cube (if grounded), ship, UFO, and/or wave exerts. Update 2.1
The visibility link trigger renders off-screen objects in the target group as visible. Objects in that group do not ignore transition triggers. This trigger is not really useful at all unless you have some reason to render objects as visible that you cannot even see, which is really only useful for really big objects (like with a scale of 10+, only acheivable through mods or the warp tool).

Note: This trigger's action cannot be undone, and is activated from level load regardless of the trigger's position.

Update 2.2
BG Speed


MG Speed


MG Y Pos
BG Speed


MG Speed


MG Y Pos
There are 3 settings triggers, however one of them is not for the ground.
  • The BG speed trigger changes the speed the background moves past the camera. The default for both X and Y is 0.1.
  • The MG speed trigger changes the speed the middleground moves past the camera. The default for X is 0.3, and the default for Y is 0.5.
  • The MG position trigger changes the Y position of the middleground. It is 0 by default.
BG Speed


MG Speed


MG Y Pos
All in Update 2.2
BG Switch


G Switch


MG Switch
BG Switch


G Switch


MG Switch
The BG, G, and MG Switch triggers switch the Background, Ground, and Middleground respectively. Within the Ground Switch trigger, you can also switch the line.
BG Switch


G Switch


MG Switch
All in Update 2.2
The spawn particle trigger does as its name suggests, it spawns 1 or more particles at a location. Particles are only moved to their location for the duration of a "lifetime" (set in the particle editor, see below). It has several things to adjust (including +- sliders, see advanced follow in object triggers):
  • Particle Group - The groupID of the particles to be spawned (you must make one beforehand)
  • Position Group - The groupID of an object for the particles to spawn at
  • Offset X/Y - Randomized offset of the particles on their respective axes
  • OffVar X/Y - Acts as a +- slider for Offset X/Y
  • Rotation - Rotation of the particles when they spawn in
  • Scale - Scale of the particles when they spawn in
  • Match Rot - Particles set their rotation to match Position Group's rotation
Update 2.2

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.

Trigger Setup menu Description Preview Introduced
Zoom triggers adjust the size of the camera's visible area, zooming it in or out. A larger value zooms the camera in, while a smaller value zooms it out. The default zoom amount is 1. Update 2.2
Static triggers fix the camera on an object with a certain group. The camera can be freed by using another Static trigger with the "Exit Static" option enabled. When the follow option is enabled, moving the target object also affects the camera. Update 2.2
Offset triggers move the camera a certain amount across the vertical or horizontal axis. Update 2.2
Gameplay offset triggers change the amount of space between the player and the camera's center. The default offset for both the X and Y is 25. Update 2.2
Camera rotate triggers rotate the camera to a specified angle, or rotates it by a certain amount of degrees if "Add" is enabled. Update 2.2
Edge triggers fix the selected camera edge to an object with a certain group. The camera can be freed by using another Edge trigger with a target group of 0. Update 2.2
Camera mode triggers toggle free-flying mode in forms that create walls on the top and bottom of the screen, and edit how the camera behaves while free mode is active. Update 2.2


Appearance with default values
Guide triggers do not affect the level itself, instead acting as a way to preview the effects camera triggers have on a level. Camera settings for zoom and offset can be inputted. When in the editor, a visual guide appears that outlines the visible area that results:
  • The yellow line shows the horizontal location relative to the camera where the player will be on-screen.
  • The green border shows the game's minimum aspect ratio of 4:3.
  • The orange border shows the current aspect ratio of the game window.


Update 2.2

Shader effect triggers control visual post-processing effects. These were introduced in 2.2. This section is still in the works.

Trigger Setup menu Description Preview Introduced
Shader triggers limit the effects of other shader effect triggers to a specific range of object layers. The "Disable All" option can be used to disable all active shader effects at once. Update 2.2
The shockwave trigger creates a shockwave/ripple on your screen. The trigger's settings can be used to edit the shockwave's time & position offset, strength, speed, and size. The shockwave starts in the center of your screen, has a short delay, and grows by default. You can use the "Invert" checkbox to make it shrink instead. Update 2.2
Similar to the shockwave trigger, except the effect it creates is a line going from the left of your screen to the right of it by default. Update 2.2
The glitch trigger creates a pixel-slicing and color separation effect on the screen (pixel slicing is what happens when v-sync is off). Update 2.2
The chromatic trigger creates a color separation effect, and some dark low-opacity bars on the screen. Update 2.2
The chromatic glitch trigger is a combination of the previous 2 triggers, as its name suggests. Update 2.2
Pixelates the screen. Update 2.2
Creates a lens circle over the screen. Update 2.2
The radial blur trigger creates a radial blur on screen which centers around the camera by default. Update 2.2
The motion blur trigger creates a motion blur on screen which centers around the top right of the camera by default. It is different than the radial blur trigger. Update 2.2
The bulge trigger enlarges the screen around a specific point, the camera's center by default. Update 2.2
The pinch trigger creates a reverse bulge effect. Update 2.2
Turns everything on screen or in the current shader layer gray. There are 2 ways the trigger can convert to grayscale, those being LUM and the default conversion method. You can switch between these by turning LUM on and off. You can edit the strength of the grayscale (weaker/lower number = less gray). You can also choose to tint using a certain color channel rather than gray. Update 2.2
Same as the grayscale trigger, but turns everything a shade of orange/gold. Has the same settings as the grayscale trigger except for LUM and "TintChannel". Update 2.2
Same as the sepia trigger, but inverts all colors based on the RGB color model (eg red becomes cyan, green becomes magenta, blue becomes yellow, etc). Update 2.2
Edits the colors on screen by a "hue shift" in degrees. These hue shift degrees are how many degrees around the color wheel shown in color-changing triggers the colors are offset. For example, if you set the hue shift to 180 degrees, many colors would be inverted (but brightness wouldn't). Update 2.2
Edits how prominent red, green, and blue are on screen and edits each color's brightness. 1 is default for how prominent they are, 0 is default for brightness. If either setting for a color is turned to the minimum, that color is turned to black. For objects that are not red, green, or blue, their color is changed based on how much red, green, or blue is in them. This can be seen through the RGB values or hex codes of colors.

RGB values show the amount of red, green, and blue respectively in an object, having a minimum value of 0 and a maximum value of 255. Hex codes show these exact same amounts, but in 3 pairs of 2 hexadecimal digits (00 is zero, FF is 255).

Update 2.2
Splits the screen an amount of times given by "SplitX" and "SplitY". By default, yor screen is a 1x1 grid of screens, each value is how many screens are added to that axis on the grid, ex setting "SplitX" to 1 would create a second screen left of the current one, making a 2x1 grid of screens, and setting both values to 1 gives you a 2x2 grid of screens. Update 2.2

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.

Trigger Setup menu Description Preview Introduced
No transition other than objects fading in and out as they enter and exit the screen. Initial release
Objects enter downwards and exit upwards. Initial release
Objects enter upwards and exit downwards. Initial release
Objects enter rightwards and exit leftwards. Initial release
Objects enter leftwards and exit rightwards. Initial release
Objects enter expanding and exit shrinking. Initial release
Objects enter shrinking and exit expanding. Initial release
Objects enter diagonally downward and rightwards and exit diagonally leftward and upwards. Initial release
Objects enter diagonally downward and leftwards and exit diagonally rightward and upwards. Initial release
Objects above the icon enter downwards and exit upwards and objects below the icon enter upwards and exit downwards. Initial release
Objects above the icon enter upwards and exit downwards and objects below the icon enter downwards and exit upwards. Initial release
Like two triggers listed above (the ones with the yellow and blue half-circles) at once. Update 1.2 (Unused/Hidden)

Update 2.2 (Re-implemented)
No transition, not even objects fading in and out. Update 2.2
Custom enter effects:
Custom transition: objects enter and exit moving in any specified direction.

How Enter Channel works
Update 2.2
Custom transition: objects enter and exit rotating in any specified direction at any specified speed. Update 2.2
Custom transition: objects enter and exit shrinking/expanding. Update 2.2
Custom transition: objects enter and exit fading in/out. Update 2.2
Custom transition: objects enter and exit tinted a specified color channel or HSV. Update 2.2
Custom transition: terminates the effects of custom transitions. Update 2.2

These triggers indirectly affect gameplay, or do not fit in any other category. These were introduced on the game's release.

Trigger Setup menu Description Preview Introduced
Old


2.2






Start Position sets the point the icon spawns from when playing the level, overriding the original spawn position at the beginning of the level. Includes options for setting the starting form, speed, size, direction of gameplay, and dual mode. Initial release
Current


Unused
2.1


2.2
Item counters are used in conjunction with count triggers as a counter display. Update 2.1
Collision blocks are used in conjunction with collision triggers as a means of toggling objects on or off when a pair of collision blocks are in contact with each other. One of the blocks in the pair must be set as dynamic. Update 2.1
State blocks spawn a group of triggers both when the player enters and exits them. "State On" is activated when the player enters the state block, "State Off" is activated when the player exits the state block. Update 2.2
Toggle blocks act exactly like toggle/custom orbs. You can claim touch (which overrides player input when the block is activated), activate groups, deactivate groups, or spawn groups; the only difference is this is invisible in gameplay (like most other triggers). Update 2.2


The options trigger acts as a way to control several miscellaneous properties in a level:
  • "Streak additive" enables/disables the blending of the player's trail and particles.
  • "Hide Ground" and "Hide MG" will hide the ground and middle ground, respectively.
  • "Hide P1" and "Hide P2" will hide the respective player, acting as a way to hide only one player when in dual mode.
  • "Disable P1 Controls" and "Disable P2 Controls" will disable controls for the respective player.
  • "Unlink dual gravity" allows for changes in gravity for dual mode to affect only one player, rather than both at once.
  • "Hide attempts" will hide the attempts counter.
  • "Audio on death" enables/disables all sounds after a player dies until the next attempt.
  • "No death SFX" will disable the crashing sound effect when a player dies.
  • "Edit respawn time" enables a custom respawn time, which can be adjusted in seconds with the slider below it, with a minimum time of 1 second and a maximum of 10 seconds.
Update 2.2
The teleport trigger teleports the player to a given group ID when activated, with options to change the velocity of the player after being teleported. It also has an orb version, which teleports the player after being clicked, and a portal, which looks identical to the blue teleport portal, however it is not attached to an orange portal. An orange teleport portal decoration is available, however. Update 2.2
Current


Unused


Unused (Initial release)
2.2, current


2.11, unreleased beta version
End triggers end the level, pulling the player into the center of the end trigger rather than the end portal. You can also disable the end sfx (sound effects), the end vfx (visual effects), or disable all fx. There are also options for changing the object the player is pulled into, and making a groupID spawn when the end trigger is activated.

The old end trigger (used in the old version of Nock Em) would create an end portal upon activation, it is visually identical to the finished one. This end portal could be changed to lock to the ground's y-pos (instead of the trigger's) and/or make the end portal appear flipped for reversed gameplay.

Initial release (Used only for the game as a position point for the end wall)

Update 2.11 (Beta Version)

Update 2.2 (Official Version)














The event trigger spawns a group of triggers based on ingame events. There is an option for checking if objects have a specific MaterialID, and also an option for checking individual player actions. There are currently 78 events the trigger checks for, those being:
  • Various landing heights
    • Do not use tiny landing, the distance you need to fall to trigger this event is literally microscopic
  • Touching & activating transporters
  • Actions in every gamemode (eg jumping, teleporting, flying)
  • Object-specific actions
  • Activating specific orbs, pads, and portals
  • Collecting coins
  • Activating checkpoints
  • Giving specific inputs
Update 2.2
Inactive


Active
The checkpoint acts as a respawn point for the player after they die in platformer mode. There are options to make the checkpoint spawn a group when activated and when you respawn at it. There is also a "PlayerPos" checkbox, which sets the respawn location to the player's position when the checkpoint is activated. Alternatively, you can set the checkpoint's respawn location to a groupID belonging to a single object (or multiple if you want it to be random for whatever reason). The checkpoint can also be spawn triggered, and is touch triggered by default. Even if touch triggered is unchecked, the checkpoint is still touch triggered. Update 2.2
The gradient trigger creates a gradient on certain layers, choosing layers on the gradient trigger is the same as on the shader trigger, except you cannot do a range of layers. The selected layer and every layer below it is affected. This trigger's color is changed through "Edit Object", and its actual settings are changed through "Edit Special"; this and the checkpoint are the only triggers like this. Update 2.2
The BPM trigger creates lines in the editor to sync to the music. it is easier to understand if you know some basics about music. The lines mark individual beats (quarter notes) at a BPM that is adjusted by the BPM slider. The BPB (beats per bar) actually splits the beats that many times (a BPB of 2 shows 8th notes, a BPB of 4 shows 16th notes, etc). The duration slider controls how long of the level, in seconds, the lines are placed for. Update 2.2
The user interface (UI) trigger allows you to create custom UI1. You should use the guide trigger (and leave the zoom at 1) to help make UI, and use the green border as a boundary for the UI (because the game does already2). To use this trigger, you need to place objects around the guide trigger, and give them a groupID. Then, you need to give the guide trigger a different groupID, and then...
  • Group ID: Set this to the groupID of the object(s) that will be the UI element(s)
  • UI Target: Set this to the camera center (which hopefully is a guide trigger)
  • XRef Positions:
    • Auto: Does either left or right, but not center (see below) depending on what side of the UI target it is on
    • Center: Ensures objects are at the center of the screen
    • Left: Ensures objects are on the left of the screen
    • Right: Ensures objects are on the right of the screen
  • YRef Positions:
    • Auto: Does either top or bottom, but not center (see below) depending on what side of the UI target it is on
    • Center: Ensures objects are at the center of the screen
    • Bottom: Ensures objects are on the bottom the screen
    • Top: Ensures objects are on the top of the screen

1This cannot cover the base UI: The progress bar/main time, the pause button, the platformer buttons (<-, ->, ^), or the editor buttons
2do not worry about whether you are playing on a 4:3 aspect ratio or not, the trigger's settings tell the game where to put UI elements based on your aspect ratio

Update 2.2

Move trigger expanded

Objects in the group with the Target Group ID will be moved an X distance and a Y distance over a period of time.

To move a group of objects, get the Group ID to the objects, and fill it in the Target Group ID in the settings menu for the Move Trigger. Set the Move X and Move Y properties to however many steps the object should move. With default settings, 10 steps make up the length of a full block. For Move X, positive values move to the right and negative values to the left. For Move Y, positive values move upwards and negative values move downwards. To make a group move 2 blocks down, put in -20. Move Time controls how long the movement takes in seconds.

An object may be moved by two different move triggers at the same time, since movement is applied relatively each tick, not towards an absolute target. This is still true if the Dynamic Mode setting is used, but is a bit more nuanced (see below).

Move Triggers may be stopped in the middle of their movement by Stop Triggers. The movement is also allowed to be Paused and Resumed by the Stop Trigger's variants.

Objects that have been Toggled Off by the Toggle Trigger may still be targeted, and can still be moved by Move Triggers.

Some options in the Object Options menu (Edit Group > Extra) affect how Move Triggers interact with the player. DontBoostY and DontBoostX prevent the player from getting flung by faster-moving objects. In platformer levels, the NonStickX option will disable the player from inheriting the horizontal motion of the platform they are standing on; the platform will slide under the player. The NonStickY option does the same, for if the gameplay is rotated with the Rotate Gameplay Trigger. The ExtraSticky option controls what happens when the player stands on a platform that is moving down very quickly. If the setting is off, the player won't stick to the platform if it moves faster than the player's maximum fall speed. If the setting is on, the player will stick to the platform at higher speeds, but it is still possible for it to be too fast even for ExtraSticky.

Trigger options

Movement by X or Y
  • Move X - The amount of horizontal movement. Negative means moving left, and positive means moving right.
  • Move Y - The amount of vertical movement. Negative means moving down, and positive means moving up.

10 units is equal to 1 block on the grid. If Small Step is enabled, 30 units is equal to 1 block on the grid.

Lock X or Y

Optionally, the X and Y movement can be replaced with locking them to the player or to the camera. The lock setting can make it look like the object is stuck in place relative to the player or camera. It is not actually "stuck" anywhere, though. The way this works is that any movement from the player or camera in the X or Y directions between two ticks of the game is copied and also applied to the target.

If a lock setting is enabled, Move X or Move Y is replaced with is corresponding setting from these:

  • Lock X: Player or Lock X: Camera
    • Mod X - The movement of the player or camera along the X direction is copied onto the movement target, but is multiplied by Mod X. Negative values will make the target move in the opposite direction.
  • Lock Y: Player or Lock Y: Camera
    • Mod Y - The movement of the player or camera along the Y direction is copied onto the movement target, but is multiplied by Mod Y. Negative values will make the target move in the opposite direction.

X and Y may be locked or not locked independent of each other.

A comparison of Locking X and Y to
the camera with the Move Trigger (top)
versus the UI trigger (bottom).

Locking to the camera with a Move Trigger to create a HUD or UI may be better suited for the UI trigger. The UI trigger cannot, however, create an effect where something follows the camera but is still layered behind level elements.

Target Mode

If the Target Mode setting is enabled, the X and Y settings will be removed and replaced with the Target Mode settings.

  • Target Mode
    • Center Group ID - This defines which target object should be treated as the center if multiple objects are in the target group. The center object will move to the exact position of the target position, and all of the other moving objects will keep their relative position to the center object. If this is left undefined, the parent of the target group is the center object. If the target group has no parent object, then a center object is chosen randomly from the target group. (The center object does not technically have to be in the target group. If it isn't, then it will not move, but all of the target objects will move as if it did and was the center.) (There is weird behaviour if a center is provided AND the target group has a parent object)
    • TargetPos Group ID - The target objects will move to the position of the object in this group. If the group contains multiple objects, one is selected randomly as the target position.
    • P1 - Overrides TargetPos Group ID. Player 1 is the target position.
    • P2 - Overrides TargetPos Group ID. Player 2 is the target position.
Direction Mode

As an alternative to Target mode, the Direction Mode setting can be enabled. This still removes the X and Y settings, replacing them with the Direction Mode settings. (Target Mode and Direction Mode are mutually exclusive.)

  • Direction Mode
    • Center Group Id - This works the same as it does for Target Mode (see above).
    • TargetPos Group ID - The target object is selected similarly from this group as it is for Target mode.
    • Distance - The movement will be in the direction from the center object to the target object, but the amount of movement in that direction will be this many units. 10 units is equal to 1 block on the grid. If Small Step is enabled, 30 units is equal to 1 block on the grid.
    • P1 - Overrides TargetPos Group ID. Player 1 is the target position.
    • P2 - Overrides TargetPos Group ID. Player 2 is the target position.

The movement in Direction Mode will not stop at the target position if it happens to move over it. The movement will always use the full Distance.

(For an object to move towards something, the center object should be in the target group. For an object to merely move a specific amount in a specific direction, like 30 degrees and 6 blocks, it can sometimes be handier to have the center object not be in the target group. In that case, the center and target position can just be defined anywhere and treated like an arrow.)

Dynamic Mode

The movement for Target Mode and Direction Mode is only calculated once, when the trigger first triggers, at which point it acts the same as if it had an X and Y position typed in, but computed instead. If the target group is moved by another move trigger, or the target position object moved to another location, the trigger will "miss" the target position by the end of the movement because it is not updated. This is often desirable, but if the desired behaviour is to use the target position even if it changes, then the Dynamic Mode option should be used.

  • Dynamic Mode - If the Move Trigger is set to Target Mode or Direction Mode, then the target position is updated continuously over the course of the movement. This does not do anything in the normal mode.

Dynamic Mode can make it harder to combine the movements of multiple Move Triggers together. Take note when using Target Mode and Dynamic Mode together; by the end of the movement, the target group will be at the target position.

Dynamic Mode used with Target Mode can sometimes appear as if the target group is accelerating or decelerating when the target position is moving, even if the easing is set to None. This is because the easing is calculated based on the starting position of the movement. If the movement is 80% done, the target group will be positioned 80% of the way from the starting position towards wherever the target position is, but if the target position is changing, then the 80% that it would have been at the start of the movement (had the target position not moved) may be different from the 80% at 80% of the way through the movement.

Dynamic Mode used with Direction Mode will continuously update the direction based on the difference between the target position and the center object. The direction may turn at any speed. If a maximum turning speed is needed, then the Advanced Follow Trigger should be used instead.

Other options
  • Move Time - How long the movement should take. A setting of -1 sets the movement to last forever. Other negative values will cause no movement at all.
  • Easing - Applies an animation curve to speed up or slow down the movement over its course. A setting of None means it will move at a constant rate (excepting Target Mode + Dynamic Mode).
  • Target Group ID - The group of objects to move.
  • Silent - This changes what happens if the Move Time is set to 0 in platformer levels. Normally, a player standing on a moving platform will stick to it if it moves, even if the Move Time is 0. If this setting is enabled, the player will not stick to the platform when the Move Time is 0.

Limitations

Triggers and Speed portals are moveable, but may only move vertically in classic mode. Any attempted movement along the horizontal direction will not be applied.

Triggers that are set to be Touch Triggered cannot be moved horizontally by Move Triggers. To workaround this, a Collision Trigger and a Collision Block may be used instead, since the Collision Block may be moved.

Move Triggers with a Move Time of 0 are not applied instantly; if a Spawn Trigger spawns two Move Triggers, the first of which changes the position of an object, and the second moves another object to the position of the first object, the second object will be placed where the first object was before being moved, even though its Move Trigger came first.

Here is an animation of a Spawn Trigger setup showing how Move Triggers with Move Time of 0 do not get applied instantly. If the Move Trigger for Group 13 was applied instantly, both objects would have ended up at the same spot.

Trivia

  • The game's code uses the system where 30 units = 1 block. If, in the editor, Show Object Info is enabled from the pause menu, selecting any trigger will show its position, and moving it one block will change its position by 30.
  • Even though triggers may still be moved vertically, Move Triggers cannot be used to change the timing of triggers when using an Rotate Gameplay Trigger to execute triggers in a vertical order. The trigger will spawn at the same time as if it had not been moved.

Toggle trigger expanded

Toggling is a property of groups. All objects in a group that is toggled off will disappear from the level. If an object is in multiple groups, it is toggled off if any of its groups are toggled off.

Groups can be toggled on by a Toggle Trigger with the Activate Group setting enabled. All groups are toggled on by default.

Toggle Triggers can disable almost all objects. Pads, orbs, portals, animated objects, pickups, beacons, text, user coins, each of the D, J, H, S, and F Blocks, Force Blocks, and Checkpoints for Platformer Mode. Particles emitted by pads, orbs, portals, and pickups will immediately disappear, but particles emitted by the particle object will stay (but no longer be emitted). It will not toggle off pickups or user coins that are already in their collecting animation. Effects from interacting with a portal are also allowed to finish, and the lightning from touching a checkpoint is not removed either.

Triggers that are toggled off will not be able to activate. However, triggers with an ongoing duration that were already started will continue their ongoing effect even if toggled off. This includes Color, Move, Pulse, Alpha, Rotate, Scale, Follow, Shake, Follow Player Y, Advanced Follow, Keyframe, Camera, and Shader Triggers, and the Spawn Trigger's delay. This also includes the constant checks that the Count and Collision triggers do. The Time, Time Event, and Event Triggers will still activate/spawn their target group if they are toggled off after already being triggered. To stop an ongoing effect, use the Stop Trigger.

Objects that are toggled off may still be the target of other triggers. An object that is toggled off can still be moved by a Move Trigger and have its alpha adjusted by an Alpha Trigger.

The Toggle Trigger updates its target group immediately. If it is spawned, all objects in its group will toggle before spawn execution resumes. This can change which triggers are eligible to be spawned within the execution of a Spawn Trigger.

In this image, Item Edit Triggers are being used with four Counter Labels to count how many times they are spawned. Since the spawning happens from left-to-right, Toggle Triggers are able to enable or disable Triggers that are still to be spawned.

Toggle Triggers cannot be used to change the position of the End Wall.

Trigger options

  • Group ID - When activated, the toggle trigger will toggle off all objects in the group with this id.
  • Activate Group - If this is set, the trigger will instead toggle on all objects in the group with this id. This also makes the trigger appear as a green color instead of red.

Trivia

  • Unlike most triggers in the game, the graphic for the Toggle Trigger is actually composed of two sprites. One of them is a white-colored trigger circle, and the other is simply the text "Toggle". It was done this way so the circle could be recolored red or green, depending on the trigger's Activate Group setting.
    • The Stop Trigger also functions like this.
    • The texture rectangle for edit_eToggleBtn2_001.png cuts off a pixel on the left, bottom, and right sides.
  • The first main level to have Toggle Triggers is Geometrical Dominator. It has 2 of them, and they are used to control whether or not the platform you ride in the Ball section should move down or not. They're set so it does not move down, except if the player touches the ringish Spawn Trigger that would cause it to be moved up.

Spawn trigger expanded

Triggers can be activated in one of three ways: normally triggered, touch triggered, or spawn triggered. Triggers can be set to be spawn triggered with the "Spawn Triggered" checkbox in their edit menu.

Spawn Triggered triggers will no longer activate normally as the player passes them, and will only activate when another trigger spawns the group it is in. When spawning a group of triggers, they will all activate at the same time no matter where they are positioned in the level.

Triggers are spawned in order from left to right, then in order based on when they were loaded. If a spawned trigger spawns more triggers, it will first spawn all of its triggers before resuming the initial spawn. If you are familiar with programming, it works like a function call.

The order the triggers are loaded in is based on the way the objects are ordered in a level's save data. Spawning breaks ties in x-position with load order, from newest object to oldest object. You can reorder this by using Copy+Paste on a trigger and deleting its original to make it the newest object. This order can differ between edit mode and play mode. Because this order is not visible, it's more difficult to use. It is recommended to use x-position for things that rely on spawning in the correct order.

The numbers denote spawning order.

The order that triggers are spawned is not changed by Rotate Gameplay Triggers that make normal triggers activate vertically. They will still spawn left-to-right.

Triggers can normally only ever be spawned once. If another trigger tries to spawn them for a second time, nothing will happen. If a trigger is marked as "Multi-Trigger", then it can be triggered any number of times.

Multi-triggered triggers can be spawned multiple times within the same tick. However, a trigger cannot spawn other triggers multiple times within the same tick.

The Item Edit triggers in this example count how many times they are triggered. The Spawn Trigger for group 10, despite being triggered twice, is only able to spawn other triggers once per tick.

The Item Edit triggers in this example count how many times they are triggered. The Spawn Trigger for group 10, despite being triggered twice, is only able to spawn other triggers once per tick.

Trace out and trace in

The Trace Out and Trace In tools are on the side of the Edit Group menu. Enabling Trace Out for a trigger will draw arrows pointing to everything this trigger spawns, and everything those triggers spawn, recursively. Enabling Trace In on a trigger will draw an arrow pointing from whatever spawns this trigger, and from whatever spawns that, recursively. These can only be used on one object at a time.

Trigger options

  • Group ID - When activated, the spawn trigger will spawn all triggers in the group with this id.
  • Delay - The spawn trigger will wait this many seconds before spawning.
    • +- - Adds a random variance to the delay.
  • Preview Disable - The editor normally computes which triggers will be spawned by the editor preview, if the trigger gets spawned in a deterministic way. Check this setting to disable previews of triggers spawned by this trigger.
  • Spawn Ordered - This changes the way the spawned triggers are spawned. The leftmost triggers in the target group will be spawned instantly, but all other triggers in the group will be spawned with a delay based on their distance to the left side of the group. The rate that they are triggered at is the same as a 1x speed player.
  • Reset Remap - Resets Spawn Remapping for subsequently spawned triggers (see below).

Spawn remapping

This allows you to define a mapping that reassigns group ids to other group ids. For example, if group id 17 is remapped to group id 18, then all triggers spawned by this trigger that would have targeted group id 17 will now target group id 18 instead.

The mapping applies to everything that logically follows from the Spawn Trigger. If one of the spawned triggers itself spawns more triggers, the mapping will also affect those triggers.

Spawn loops

A Spawn Trigger that spawns itself is called a spawn loop. Some examples of spawn loops would be a Spawn Trigger spawn another Spawn Trigger that spawns the first trigger, or a Spawn Trigger that spawns its own group.

To create a Spawn Loop, the triggers will need to be set to Multi-Trigger, and the delay must be higher than 0 somewhere in the loop.

Trivia

  • The first RobTop level to have Spawn Triggers is Geometrical Dominator. It has 3 of them, as Touch Triggered, in the UFO and Ball section where the player needs to touch rings to open doors or bring up a platform.

The Particle Editor

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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.

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

Preview:

Touch Triggered, Spawn Triggered and Multi-Trigger

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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.

Trivia

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  • 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]
Secret Coin Example
  • 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.
Keyframe bug 1



Keyframe bug 2
  • 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).
Timewarp trigger help menu


  • 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.
Object control trigger
Object control trigger help menu
  • 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

Particles from the files in-game

Particles are stored as .plist files, both from the particle editor and particles used in other places in the game (like the flames in the secret room after you type in a code), meaning you can have those particles in a level as seen below.