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Triggers are features in the Geometry Dash level editor used to manipulate surrounding objects in custom player-made levels. All triggers other than the Start Position trigger are used in levels as an effect trigger. Triggers can be selected on the 12th tab, apart from the Area triggers, represented by the colour trigger in Update 2.1 (formerly known as the background trigger).

While the feature of triggers has been existent since being introduced in Update 1.1, object triggers have been formally introduced in Update 2.0.

There are twenty-two different types of triggers, all of which can be found below.

Types of triggers

Area triggers have special effects on specific forms under certain conditions. Unlike most triggers, they are found under the seventh tab of the level editor.

Trigger Description
D-Block Prevents the wave from receiving damage
J-Block Prevents the cube from jumping consecutively
S-Block Cause the effects of dash rings to cease
H-Block Prevents the cube or robot from taking overhead damage

ColourTrigger

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.

Setup menu gallery

Superseded triggers

Trigger Setup menu Description
MoveTrigger MoveTriggerSetupMenuA

MoveTriggerSetupMenuB
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 unit right.
  • Putting a 1 in the X will not move the group 1 unit right, but rather 1/10 of a unit.
  • 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.

StopTrigger StopTriggerSetupMenu 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.

This trigger incorporates the Spawn-Triggered and Touch-Triggered options and appears as magenta in the level editor.

PulseTrigger PulseTriggerSetupMenuA

PulseTriggerSetupMenuB
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.

AlphaTrigger AlphaTriggerSetupMenu 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 in the level editor.

ToggleTrigger ToggleTriggerSetupMenu 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 colours in the editor depending on whether they are set to on or off. When it activates a group, it appears green. When it deactivates a group, it appears red. In the editor, it appears as default red.

SpawnTrigger SpawnTriggerSetupMenu 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. 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 trigger appears as teal in the level editor.

RotateTrigger RotateTriggerSetupMenu 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 axises, 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.

FollowTrigger FollowTriggerSetupMenu 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 therein 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 hot-pink in the level editor.

AnimateTrigger AnimateTriggerSetupMenu This trigger grants the manipulation of animations' movements. In this trigger's edit menu, there are 2 selectors: "Group ID" and "Animation ID." The Group ID is the animation(s) that the player wants to animate (this trigger does not work on non-animated objects). Animation IDs are numbers assigned to specific animated object's movements; editing this changes said an animated object's movement. Below is a list of animation IDs for each animated object.

Bat

  1. The bat's default animation
  2. The bat does one mock.
  3. The bat appears angry for approximately 1 second.
  4. The bat spits a fireball.
  5. The bat opens its mouth and keeps it open.
  6. The bat closes its mouth (Continuation of the above)
  7. The bat stops flying and falls asleep.
  8. The bat's sleeping animation on loop.
  9. The bat wakes up (Continuation of the above).

Monster (Big Beast)

  1. The monster's default animation.
  2. The monster's mouth opens and keeps it open.
  3. The monster goes to the default animation (Continuation of the above)
  4. The monster's mouth closes
FollowPlayerYTrigger FollowPlayerYTriggerSetupMenu 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 in the level editor.

TouchTrigger TouchTriggerSetupMenu 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 cyan in the level editor.

CountTrigger CountTriggerSetupMenu 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.

InstantCountTrigger InstantCountTriggerSetupMenu 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 pink in the level editor.

PickupTrigger PickupTriggerSetupMenu 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.

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

CollisionTrigger CollisionTriggerSetupMenu 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 dark blue in the level editor.

OnDeathTrigger OnDeathTriggerSetupMenu 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 pink in the level editor.

Trigger Setup menu Description
ShakeTrigger ShakeTriggerSetupMenu 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).

TrailEnableTrigger BroadTriggersSetupMenu 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.

TrailDisableTrigger BroadTriggersSetupMenu The Disable Trigger disables the secondary trail left by a player.
ShowIconTrigger BroadTriggersSetupMenu The show player Trigger appears as the 1st main icon with the word "Show" above it. The Hide Player Trigger appears as the outline of the 1st main icon with the word "Hide" above it.
HideIconTrigger BroadTriggersSetupMenu The hide player trigger is a simple trigger makes the player transparent, whereas the Show Player Trigger nullifies that effect. The player is unable to edit this trigger.
BackgroundEffectOnTrigger BroadTriggersSetupMenu 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.
BackgroundEffectOffTrigger BroadTriggersSetupMenu Background Effect Off triggers eliminate the particles the player's cube (if grounded), ship, UFO, and/or wave exerts.

Transition triggers affect how objects enter and exit the screen. This is cosmetic and does not affect physical gameplay.

Trigger Description
TransitionTrigger01 No transition
TransitionTrigger02 Objects enter downwards and exit upwards
TransitionTrigger03 Objects enter upwards and exit downwards
TransitionTrigger04 Objects enter rightwards and exit leftwards
TransitionTrigger05 Objects enter leftwards and exit rightwards
TransitionTrigger06 Objects enter expanding and exit shrinking
TransitionTrigger07 Objects enter shrinking and exit expanding
TransitionTrigger08 Objects enter diagonally downward and rightwards and exit diagonally leftward and upwards
TransitionTrigger09 Objects enter diagonally downward and leftwards and exit diagonally rightward and upwards
TransitionTrigger10 Objects above the icon enter downwards and exit upwards and objects below the icon enter upwards and exit downwards
TransitionTrigger11 Objects above the icon enter upwards and exit downwards and objects below the icon enter downwards and exit upwards

Trigger Setup menu Description
StartPosition StartPositionSetupMenu 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, gravity, size, and whether dual is used.
ItemCounter ItemCounterSetupMenu Item counters are used in conjunction with count triggers as a counter display.
CollisionBlock CollisionBlockSetupMenu 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.

Touch Triggered and Spawn Triggered

All triggers except for the transition 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 hereinbefore excluding the transition triggers also have 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, and collision triggers.

Trivia

  • From Update 2.2, most of the new triggers got leaked by accessing the SubZero or World level editor; camera zoom, camera offset, static camera, level end, random, and more.
  • Currently, almost every trigger added in Update 2.1 has either unfinished or placeholder help text like "X trigger help" or "X trigger command help." This is an oversight from the update's development.
    • To compensate for the unfinished help text, RobTop has created two levels named "Editor Examples 002" and "Editor Examples 003", which demonstrates the functions of the new 2.1 triggers.
  • The square-shaped custom orb 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, wherein 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 removed from the level editor.
    • However, every special colour channel was set as a variation of the Color trigger. The player can navigate to the "+" symbol in the Color trigger, thereby opening the "Special Color Select" to acquire the ability to change a special colour.
    • 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.

The following has been extracted from the Map Components article. Appropriate information should be retained.

A number of map components are purely cosmetic, or may have effects applied to them. Physical objects can cycle through colours and opacity, which may be distracting while playing. In contrast, what may look like physical objects can also be background objects, which may again fool the player (for example fake spikes, sawblades, and thorns).

Other objects may be used as markers to identify routes or hazards (punctuation marks, crosses, arrow signs, etc). Three-dimensional blocks were also introduced in Update 1.9 and in-game text, with 12 different fonts, was introduced in Update 2.0, which does not affect gameplay but has the potential to make a level look more polished.

In Update 2.0, infinite colour channels were introduced, allowing players to now use a lot of colours in various background objects and tiles, unlike before in 1.9, when players are limited to only four colour channels. As of Update 2.1, the max amount of colour channels is 999.

Moving, pulsing, alpha, toggle, and spawn triggers are invisible objects that can be used to either confuse a player or make a level better and more vibrant. They can be set to where it can only be activated if the player gets in range of the player's hitbox, which is useful for secret coins or increasing the difficulty of a level. Also introduced in Update 2.0 were keys and keyholes. Their function is only to serve as a visual guide for the triggers (such as move triggers, toggle triggers, alpha triggers, rotation triggers, etc.)

Design and transition

The BG, GRND, GRND2, Line, Obj, 3DL and Col can change colour as a way to create a more vibrant gameplay experience. Each has its own trigger with the amount of options varying from each one, e.g. the BG trigger having "Tint Ground" as an option whilst the others do not. In Update 2.1, though, all the triggers were replaced with the Col trigger where the special colour channels BG, GRND, GRND2, Line, Obj and 3DL are selectable from a plus button near the Target Colour ID option. It is noticable that the "Tint Ground" option is not included if the Target Colour ID is the BG Colour Channel. The colours can also be changed to one of the player's assigned colour, making the level's design affected by a player's choice.

Other map components change the way objects transition into and out of a level, not physically affecting anything, as further visual enhancement, but may reduce the amount of time the player has to react to their entry. With Update 2.0, grounds with two colours were introduced.