Transporters are special objects in Geometry Dash levels that the icon can interact with to cause it to travel a certain distance and direction, depending on its type.
There are two types of transporters, pads and rings, both of which can manipulate the direction of travel. They emit identically-coloured particle effects to themselves. When used, pads also emit an identically-coloured expanding circle effect and rings emit identically coloured contracting circle effect.
Pads always activate when in contact with the icon, while rings require a click/tap in order for any effect and thus optional. They may be positioned so that they redirect the player into a hazard, needing to be avoided in such instances.
As of Update 1.6, some transporters are introduced as part of collecting secret coins prior to their formal introduction. These include the yellow, cyan and magenta pads as well as the magenta ring.
Transporters are available under the seventh tab in the level editor, along with portals, animated objects, collectibles, and other components.
Types[]
Type | Transporter | First Introduced | Description | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Geometry Dash | GD Lite | GD Meltdown | GD World | GD SubZero | General | Cube | Ship | Ball | UFO | Wave | Robot | Spider | Swing | ||
Jump | Initial Release: Back On Track | Update 1.2: Back On Track | Initial Release:
|
Initial Release: Beast Mode | Initial Release: Press Start | Launches the icon at a medium height | 4.533 (3.133) | 2.6166 (3.166) | 2.85 (1.66) | 2 (2.5166) | - | 4.533 (3.6166) | 2.75 (1.6166) | 2.85
(2.617) | |
|
Update 2.12: Theory of Everything | - | Initial Release: Monster Dance Off | Initial Release: Press Start | Launches the icon at a small height | 1.933 (1.166) (Slightly less than a jump) | 1.166 (0.65) | 1.2833 (1.8166) | 1.2 (0.65) | - | 2.1366 (1.3) | 1.1833 (0.75) | 1.59
(0.70) | ||
Update 2.1: Fingerdash | - | - | Initial Release:[1] | Initial Release: Press Start | Launches the icon at a large height | 6.533 (4.533) | 4.233 (2.2833) | 4.533 (2.9) | 2.95 (1.466) | - | 7.433 (4.533) | 4.533 (2.833) | 6.25 | ||
Gravity |
|
- | - | Initial Release: Round 1 | Initial Release: Press Start | Inverts gravity | |||||||||
Spider | Mimics the behavior of the Spider form. Teleports the player to the nearest surface in the appropriate direction, inverting gravity if necessary. |
Type | Transporter | First Introduced | Description | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Geometry Dash | GD Lite | GD Meltdown | GD World | GD SubZero | General | Cube | Ship | Ball | UFO | Wave | Robot | Spider | Swing | |||
Jump | Initial Release: Polargeist | Initial Release: Polargeist | Initial Release: Airborne Robots | Initial Release: Machina | Initial Release: Press Start | Launches the player a medium height | 2.3833 (1.35) (roughly identical to a jump) | 2.85 (3.5) | 1.733 (1.1) | 2.1 (2.2) | - | 2.1 (1.2166) | 1.633 (1.05) | 1.95
(0.91) | ||
|
- | - | Initial Release: The Challenge | Initial Release: Press Start | Launches the player a small height | 1.0833 (0.6833) | 0.9 (0.566) | 1.0166 (0.65) | 0.66 (0.366) | - | 1.2166 (0.766) | 0.7833 (0.5) | 1
(0.42) | |||
Update 2.1: Fingerdash | - | - | Initial Release[1] | N/A | Launches the player a large height | 4.533 (2.866) | 4.533 (3.5) | 3.66 (2.266) | 4.3 (2.3166) | - | 4.433 (2.75) | 3.566 (2.133) | 3.62
(1.55) | |||
Gravity |
|
- | Initial Release: Round 1 | Initial Release: Press Start | Inverts the player's gravity and abruptly forces it towards the opposite gravity that the player was before hitting the ring. | |||||||||||
Update 2.0: Deadlocked | - | - | Initial Release: The Challenge | Initial Release: Nock Em | Inverts the gravity of the player and launches the player towards the new direction. The launch height is dependent on the vertical velocity upon hitting the ring and averages to slightly smaller than the yellow ring. | 1.9583 (1.2125) | ≦2.03 (≦1.1167) | TBA | TBA | TBA | TBA | |||||
Black | Update 2.1: Fingerdash | - | - | - | - | Forces the player downward. | ||||||||||
Dash | Update 2.1: Fingerdash | - | - | Initial Release: The Challenge | - | Suspends the player in linear motion. | ||||||||||
Update 2.1: Fingerdash | - | - | Initial Release: The Challenge | - | Suspends the player in linear motion (similar to the green dash ring) and additionally inverts the gravity once hit. | |||||||||||
Toggle | Update 2.1: [1] | - | - | Initial Release[1] | - | Acts as a customizable toggle for user levels that activates a trigger upon hit by the player. | ||||||||||
Spider | Update 2.2: Dash | - | - | - | - | Mimics the behavior of the Spider form. Teleports the player to the nearest surface in the appropriate direction, inverting gravity if necessary. | ||||||||||
Teleport | Update 2.2[1] | - | - | Teleports the player to an object in a target group, chosen at random if more than one exists. |
- Notes
Trivia[]
- In non-Platformer levels, a dash ring can be rotated to direct the icon in an angled direction up to ±70°, with horizontal velocity remaining unchanged. Horizontally flipping or using a rotate trigger on a dash ring so that it points backwards or in another direction only changes its visual appearance but not its functional axis.
- Interacting with any type of ring counts as a jump regardless of if the player’s form can jump. This includes rings that launch the icon in the direction of gravity or don't affect its movement.
- The customisable square ring is the only type of transporter whose colour can be altered without the assistance of the Pulse trigger.
- The magenta pad, despite launching the icon a smaller height, has a slightly larger size than the yellow pad.
- The cyan ring and the spider ring are the only non-jump rings that have a pad equivalent
- The customizable square's automatic equivalent is merely a (touch) trigger on its own.
- The green and black rings do not have corresponding pads because they force the player in the direction of gravity, thereby invalidating the purpose of a pad, which is to launch away from the ground, even if they would theoretically work while suspended in midair or on a surface not perpendicular to the direction of gravity.
- The player can crash from hitting the ground if they hit the green ring or theoretical pad too low to the ground
- No effect applies if the player hits the black ring or theoretical pad if they have already landed
- The dash rings do not have corresponding pads because their activation duration depends on the player's click/tap and hold.
- The teleport ring's automatic equivalent is merely a teleportation portal.
- The red pad is the largest of all jump pads, slightly clipping below its 1x1 grid unit.
- The effect of the dash ring can be sustained indefinitely until either crashing or coming into contact with an S-block. Entering a gravity portal applies its effect only after the dash ring's effect has ceased on release.
- Using a black ring while not airborne will have no effect on the icon.
- The player can crash from hitting the ground if they hit a green ring too low to the ground.
- Due to naturally unchanging momentum, the wave does not respond to jump pads or rings, while gravity pads and rings flip gravity on contact without further effect on momentum. Dash rings work as normal.
- These jump pads and rings still trigger their pulse animation, however.
- Prior to Update 2.1, the yellow jump ring emitted white particles instead of yellow.
- The red pad displays the wrong particle colours when used: the red pad produces a yellow or magenta circle when hit.
- "Edit Special" with one non-white ring selected will pop-up "Setup Object" menu.
- Multi-activation allows the same jump ring to be activated multiple times. This is mainly for reusing moving rings.
- Pads can also be multi-activate but there is no "Edit Special" for pads.
- Multi-activation allows the same jump ring to be activated multiple times. This is mainly for reusing moving rings.
- "Edit Special" with multiple black rings selected will pop-up "Edit Rotate Action" menu.
- Other than the green jump ring (which will crash the player into the ground), there are no differences between rings on the ground and in midair, as demonstrated in Deadlocked and many user levels.
- Before 2.11, the black jump ring made the ship and UFO go downward regardless of gravity. This is a patched oversight.
- When either touches a dash ring, it will not show any glow regardless if the player has the glow effect on or not.
- When a player glides over a ring without activating it, it will show an expanding ring effect indicating its availability.
- The same ring may play the effect multiple times if a setup allows the ring to be passed multiple times, as seen on one of the rings in the first cube sequence of Cycles.
- In older versions, 2 rings show instead of 1. The reason the second ring effect was removed is unknown.
- Rings are also known as "orbs", and are referred to as such in the Settings.