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Geometry Dash Wiki
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The Level Editor is a feature in Geometry Dash which allows the player to create their own user levels and share them online with other people.


For a comprehensive guide to using the level editor, see the Level Editor Guide.

Helpful information

  • A level can only be verified if it is completed in normal mode without a Start Position. All user coins, if included, must be collected (although not all in a single attempt).
  • Level lengths are determined as follows:
    • Tiny: 1-9 seconds (includes copied levels until opened)
    • Short: 10-29 seconds
    • Medium: 30-59 seconds
    • Long: 60-119 seconds
    • XL: 120+ seconds


The title of a level signifies as its name, having a character limit of 20 characters. Spaces also count as characters when being used for a title name.

  • Level titles are usually limited to alphanumeric characters. The dash, however, can be added by typing a swear word that is restricted by the game. It will turn into a dash and can be used in the title on release. Since the search bar does not permit the use of characters that are not letters or numbers, levels that use dashes at the beginning of their title cannot be searched. Instead, they must be found by searching the creator's levels or scrolling through the options in the search menu. As of currently, levels with special characters cannot be uploaded to the server.

Level components and objects

  • Blocks: includes achromatic, monochromatic, and dichromatic blocks, with or without an outline.
  • Platforms: includes achromatic, monochromatic and dichromatic platforms, with or without an outline.
    • Also includes invisible blocks, outlines, and slopes, as well as breakable blocks.
  • Outlines: includes horizontal, platform and sloped blocks.
  • Slopes: includes achromatic, monochromatic and dichromatic slopes, with or without an outline.
  • Stationary hazards: includes spikes and thorns.
    • Also includes fake spikes.
  • 3D decorations: includes basic outlines and 3D versions of blocks.
  • Interactive objects: includes transporters, portals, monsters, animated objects, collectibles, and text.
  • Ground-based decorations: includes glow.
  • Air-based decorations: includes achromatic, monochromatic, and dichromatic decorations.
    • Also includes coloured versions of 1.0 to 1.5 blocks.
  • Pulsating decorations
  • Rotating objects: includes achromatic, monochromatic, and dichromatic saws and rotating decorations.
    • Also includes a few stationary hazards.
  • Triggers
  • Custom objects

See the page on level components for more information.

Custom songs


Since Update 1.9, instead of using the soundtracks used in main levels, there is the option to download other music from the Newgrounds Audio Portal.

Uploading and downloading

If a song is completely verified, it can be used in the game. To do so, a player must select the gear button in the top right corner, select the "Custom" option, then type in the ID of the desired song. They then must download the song and click the Use button, which will use the song in the level. Anything that pulses to a regular song (such as rings and certain decorations) can also pulse to a custom song, if there is a clear beat. If you have downloaded a song, you can also click the saved songs button to quickly use a downloaded song in your level. However, there is a limit to the number of songs you can have saved. Despite this, in the options menu, there is an option to remove this limit.

Whitelisted artists

When custom music was added to the game, many people took others' music and uploaded it to their Newgrounds page. They then forced others in the community to scout them (Newgrounds' system of verification for allowing users to upload their songs to the audio portal: more info can be found here) and Newgrounds moderators spent hours of their time deleting these songs. To solve this, RobTop has made an exclusive whitelist of artists whose music can be used in the game. Prior to March 2020, only RobTop could add artists to the whitelist; now Elder Moderators can also add to the list.

See also:


Object Limits

  • Prior to Update 1.6, the object count was not shown in the pause menu.
  • Prior to Update 1.3, the limit was 4,000 objects.
  • In Update 1.3, the limit was raised to 6,000 objects.
  • In Update 1.6, the limit was raised to 8,000 objects.
  • In Update 1.7, the limit was raised to 10,000 objects.
  • In Update 1.8, the limit was raised to 12,000 objects.
  • In Update 1.9, the limit was raised to 15,000 objects.
  • In Update 1.921, the limit was raised to 20,000 objects.
  • In Update 2.0, the limit was raised to 30,000 objects.
  • In Update 2.1, the limit was raised to 40,000 objects.
    • A second limit of 80,000 objects was added for any level that surpassed 40,000 objects; although this greatly decreases the chance that creators will place too many objects in a level, it is frequently bypassed with hacking.
  • In Update 2.2, the limit will be raised to 65,535 objects. RobTop has confirmed that the object limit will be removed for any level that surpasses 80,000 objects.
    • In addition, levels that have high object counts will show different icons for surpassing 40,000 and 80,000 objects respectively.


  • The initial release allowed practice mode to be used to verify levels.
  • Prior to Update 1.8, level data was stored in base-64 format.
  • An example song ID can be found if the player clicks the "Help" button on the custom music screen. The ID, 568699, is the song ID for "Hexagon Force" by Waterflame.
  • RobTop has changed the Newgrounds policy for Geometry Dash to prevent players from using stolen music. More info can be found here.
  • In Update 1.9, the Geometry Dash editor had 5 buttons: Copy, Paste, Copy and Paste, Edit Object, and Deselect. However, in the Geometry Dash Steam trailer, it shows an editor with 4 buttons: Copy and Paste, Edit Object, Deselect, and Edit Group.
    • The Edit Group button was not introduced until Update 2.0, suggesting that the version of Geometry Dash used in the Steam trailer was a development version.
  • In the beta 2.1 editor, all of the colour triggers (BG, Ground, Ground2, Line, 3DL, Obj) were merged into one colour trigger. However, original colour triggers are still in-game to keep 2.1 and newer updates compatible with older levels.
    • The only exception is the BG trigger, which no longer contains the "Tint Ground" feature which copied the background color to ground.
  • In Update 2.1, colour channels 1000 through 1007 and 1009 through 1012 were reserved for BG, Ground, Line, 3DL, Object, Player Color 1, Player Color 2, Light BG, Ground 2, Black, White, and Lighter respectively; attempting to use them would crash the game. Despite the bug being "fixed" in Update 2.11, players can still type in colours past 999, colours after 1012 crashing the game. What's odd about this is that sometimes, if you manage to access colours after 1012, they will be strange colours, with out of bounds edits. There's also NA colours.
  • In dual mode, if the player crashes either icon, the former will stop while the other will keep moving.
  • The orange teleportation portal does not have a button in the editor as it is automatically placed above the blue teleportation portal along its y-axis. It is bound to the blue entry portal by necessity of its function and consequently cannot be independently moved along its own x-axis.
  • The second rainbow 26.5° slope is split up into two blocks for no known reason.
  • All the 2.1 slopes appear in the first tab for no known reason.
  • There is not an available option to start the level under the effects of the mirror or a gravity portal. However, you can achieve the same by placing the respective portal at the very start of the level.
    • You can however, start upside-down by clicking "Flip Gravity" with the use of a start position.
  • Although the 80 unit vertical grid does not allow objects to be placed just below 81y, the cube and robot can safely exceed this limit from the top during gameplay through any means while gravity is normal. It is only fatal while under the effects of antigravity, where it is then possible to exceed the maximum ~88.5y at which the fatal boundary is higher.
  • When selecting teleportation portals, the "group parent" option is replaced with a "smooth ease" option. When this option is checked, the camera will slowly pan to the exit portal, rather than panning instantly. The option doesn't work in 2.01, but works fine in 2.1.