Level Components are what must be navigated through in order to reach the end of levels in Geometry Dash. A combination of platforms, hazards, triggers, decorations and cosmetic effects form the design of levels.
Note: Mentions of tabs are in reference to those displayed by the Build tool of the level editor.
Platforms are usually safe to make vertical contact with and travel over. Platforms consist of: blocks, located under the first tab and by default occupy one square unit; other platforms, located under the second tab and come in various shapes and sizes; and slopes, introduced in Update 1.8, located under the fourth tab and may allow the icon to travel at angles (horizontal movement speed remains constant). Some platforms are physical objects while others are decorative and must be used in combination with outlines to enable them a physical condition.
Update 1.3 was the first update to introduce new platform styles.
Update 1.4 introduced smaller scale platforms.
Certain platforms introduced in Update 1.6 have special properties, whose block and slope variants are located under the second tab.
- Fading platforms will become increasingly transparent when the icon is in close proximity. Crashing will reveal all fading platforms on-screen. Update 2.1 introduced tracer outline versions. These are not included in the galleries below.
- Destructible blocks will be destroyed in horizontal collisions and sometimes in vertical collisions, with no damage to the icon.
Update 1.7 introduced variants of the grid, tile, chipped, black and brick blocks which can be customised using colour channels. These are not included in the galleries below.
Update 1.8 introduced platforms which incorporate colour channel customisation with base styles.
Update 2.0 and Update 2.1 each introduced a vast assortment of platforms, some of which are designed to be used in combination with each other. These are not included in the galleries below.
Outlines are platforms with no internal styling, located under the third tab. They may be used individually or in combination with decorative platforms to enable them a physical condition. Cornerpieces are decorative and may be used to fill in gaps left between certain outline arrangements.
Outlines of increased thickness were introduced in Update 2.0. These are not included in the galleries below.
Slope outlines were updated in Update 2.1 to include cornerpieces by extension. These are not included in the galleries below.
There are various types of hazards which will destroy the icon under any form of contact. Hazards consist of: spikes and pits, located under the fifth tab; animated hazards, introduced in Update 2.0 and located under the seventh tab; and rotating saw-blades, introduced in Update 1.4 and located under the eleventh tab. Although they are animated, the hitboxes for monsters and saw-blades remain static.
Update 1.4 introduced smaller scale hazards.
Certain hazards introduced in Update 1.6 have special properties.
- Fading spikes and saw-blades will become increasingly transparent when the icon is in close proximity. Crashing will reveal all fading hazards on-screen. These are not included in the galleries below.
- Fake spikes with black outlines will not destroy the icon and act like decorations.
Update 1.7 introduced spikes and saw-blades which can be customised using colour channels.
Update 2.1 introduced the ability to customise black-preset hazards.
Introduced in Update 1.9, 3D components are decorations appended onto platforms to enhance spatial perception of the environment. Outlines and surfaces with related designs to platforms may be used together to achieve this purpose.
Under the seventh tab are special components which include pads, rings, portals, pick-ups, text and various animated components (mentioned on other sections of this page).
Pads and rings
For information about pads and rings, see Transporters.
For information about portals, see Portals.
Pick-ups can be physically collected and can be used as visual indicators of the presence of triggers. They can then be paired with a corresponding decoration which indicates the location of resulting trigger effects.
These are area triggers. For more information, see Triggers.
Decorations enhance visual design. Certain decorations can be customised using colour channels while others pulsate. Types of decorations include animated decorations, located under the seventh tab; ground decorations and lighting effects (not included in the galleries below), located under the eighth tab; regular decorations, located under the ninth tab; pulsating decorations, located under the tenth tab; and rotating decorations, located under the eleventh tab.
Update 2.1 introduced new animated, ground, regular and rotating decorations. These are not included in the galleries below.
Triggers are located under the twelfth tab.
For more information, see Triggers.