How to use Direction Triggers in GD Editor | Practical Video

Опубликовано: 02 Апрель 2026
на канале: DawuU
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First of all, Channel contains Order

translator moment (hope it works):
1- Everything that affects the flow of the gameplay in some way should go in a different order than the previous one, including reverse orbs, reverse pads (I don't recommend using them much), change of direction, horizontal tp, timewarp and speed changes. Spawn and toggle triggers that affect any of the above are also included.
2- Every trigger you put must have channel and order assigned. Triggers that do not affect gameplay can be accumulated in the same order
3- Adding to the previous point, the orders in which you change the flow of the gameplay can only contain 1 object (that orb pad or trigger that affects the gp).
4- If you want to add a trigger that does not affect the flow of the gameplay between 2 flow changes, you must use the order between
5- If you want to add a trigger within a channel in which you have already included reverse, you must do it with touch
6- When adding orbs or pads that change the flow of P1, you must activate the preview in edit group
7- Use the playback from the last speeds you have set if the gameplay does not last linearly. If you play the music just like that in a 2.2 gameplay it is clearly not going to work as you expect
8- The flow change hitboxes when giving playback are as follows.
Orbs: To the center.
Spider Orb: Upon encounter
Triggers with touch mode: At the beginning
Triggers without touch mode: Center
Speeds: When bumping
Teleport Portal: When bumped
9- The previous point can leave you with these conclusions when doing gameplay: With the "To the center" you must locate the change of flow with its center in the click, and the "When bumping" you must make the cube enter directly in front of you, no matter what. That's so the sync doesn't go to shit
10- I missed talking about the pads. The pads have their flow change hitbox in the center. Because of this we can conclude that when using a pad as a direction bounce it will desynchronize a little in the long run, so find ways to repair the sync afterwards.
11- Startpos in vertical gameplay doesnt work, so place your startpos at a point where the gameplay is horizontal
12- Speaking of startpos, when putting a startpos in free mode or with the camera affected in some way, as a trick you can put a temporary portal of the vehicle with free mode activated above the start pos, and the same with the camera settings (in this case you should set the change time to 0)
13- When using channels, do not leave anything in order 0. Always start from 1
14- Returning to point 12, the camera settings being triggers must be set to touch mode, also including the order and the channel in which it is located, even if it is provisional for the start pos
15- If you cannot touch a speed trigger or orb or it does not take effect, it may be in the wrong order or channel.
16- Triggers in spawn mode do not need to have order or channel defined to work
17- Be careful with the orbs or spider pads. They usually have a hitbox big enough that it will go to shit if you aim to land in a 1v1 area. I recommend leaving a base of at least 2 long for greater comfort when playing it.
18- I recommend returning the camera to standard settings every break in which a decent start can be made, so that testing doesn't become a chore.
19- The "passable" setting in group edit for solid objects is very broken. It consists of being able to cross it when going up or entering it from the front but not being able to cross it when going down (relative to your gravity)
20- When doing duals, the teleport trigger does not allow you to choose whether the one who teleports is P1 or P2, so a teleport portal is strictly used which must be reached by the player you want to teleport.
21- When working with P2 in duals, prioritize that the object with which you change direction to P2 is not with the preview activated. This way it will not harm the flow of P1, that is, the one that handles the main gameplay
22- At the end of a dual, if the gameplay is not linear, P1 must always be the one who enters the portal

That's for now, I've already left you a lot of information
Any questions in discord (elmasbacan) or in comments

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