This guide explains the general types of objects you can find in the Geometry Dash level editor. Since there are hundreds of objects with limitless ways to combine them, it's crucial to know where you can usually find certain types of objects.
Made by illusion2 & Sparktwee
Required Guides: Placing Objects
Easy difficulty
Tiny (1-2 minutes)
There are lots of object types in Geometry Dash, and this guide will go over them. You can switch between these by using the tabs at the top of the head-up display (HUD) bar.
Objects fall into different categories. These categories all have unique properties and uses. Here is a list of them below:
You can check to see which category an object is in by turning on hitboxes or clicking :EditSpecial:, however you would need to at least understand the different types before you can use them sufficiently. You can get more information on each type of object by checking out their respective guides.
This is the first tab, and it consists of all objects that are used as block or slab details. Blocks are the square objects, and slabs are the shorter ones. There might be some slope details as well, however the majority of them appear in the slopes tab. Note that not all objects have hitboxes, so you would need to combine them with the outline objects, which are covered in the next section. There are also objects used for Autobuild, which you can find in the Custom Objects & Autobuild guide.
Most of the blocks are put into tilesets, which are basically a group of objects. Most tilesets include:
1 ✕ 1 object: a lonely object that doesn’t have to be put into a tileset
Edge object: goes along the edges of an object
Corner object: goes in the corner of a structure
Corner piece: goes inbetween two corners in order to connect them
Base object: used on the inside of a structure
Pillar head: used at the top of a pillar
Pillar object: used as a pillar rather than two edge objects
Some tilesets might differ from this, but most tilesets consist of those objects. You can see an example of a tileset in the grid objects above.
This tab consists of outlines; they have mostly the same functions as the blocks in the first tab, except that they dont have any details inside of them. There are loads of outline variations: slab outlines, smaller block outlines, and slope outlines; they also come with different thicknesses. Some of these other outlines may have weird hitboxes, so keep that in mind.
This tab consists of outlines; they have mostly the same functions as the blocks in the first tab, except that they dont have any details inside of them. There are loads of outline variations: slab outlines, smaller block outlines, and slope outlines; they also come with different thicknesses. Some of these other outlines may have weird hitboxes, so keep that in mind.
The third tab consists of slope-related objects; it’s basically the first tab but for slopes. Slopes are divided into 45° slopes and 26.6° slopes. Remember that some of the slope textures might still be in the first tab.
Hazards are static objects that kill the player. This includes different types of spikes and ground spikes. There are obviously other hazards, like saws and monsters. However, they aren’t covered in this tab. Unlike blocks, these hazards come with a killing hitbox.
3D objects are pre-made objects meant to help your structures become 3D, although people often mess up their orientation. Most of the 3D objects come in tilesets that differ from the usual block tilesets. As detail objects, they don’t have a hitbox, so they can be used for art as well. Keep in mind that all the vanishing points of these objects are infinitely far away, which can break down some immersion. Perspective will be covered more in-depth in Grade 2 guides.
This tab features orbs, pads, portals, and some other miscellaneous gameplay objects. There are also some other miscellaneous objects like text objects here as well. Most of the objects here aren’t immediately self-explanatory, but they’re useful for making gameplay. For more info, check the Gameplay Objects guide.
Almost all of the animated objects are in this tab such as: 2.0 monsters, electricity, fire, particles, and pretty much anything you can think of. Most of these objects don’t have hitboxes, so keep that in mind if you want to use them as obstacles. There is a whole separate menu for animated objects, which you can find in the Animated Objects guide.
This tab consists of almost ALL pixel-art objects, excluding some collectable pixel art objects. Most of them follow the usual tileset, and all of them are detail objects, meaning they don’t have a hitbox. Note that it’s hard to see what most of the pixel objects are when you're in the build tab because the base colors are nearly white.
Collectable objects are objects that you can collect in-game, like keys, coins, or various other objects, but for some reason RobTop also included some pixel art objects into this tab at the end. The basis of collectable objects is that when you walk over them, it disappears and activates something. More detail on these can be found in the Collectable Objects guide.
This tab consists of miscellaneous detail objects, like small circles, stars, and some other various details. Most of these objects seem random and don’t have anywhere else to be, but these objects are also found in the particle editor so they’re in this tab. Feel free to use them for whatever you want. Note that ALL of these objects are also usable in the particle editor object.
This tab is full of detail objects that you can use for decorating or any other purpose. It’s somewhat similar to the miscellaneous tab, where there are lots of unrelated objects, however they all share the same purpose as a detail object. At this point, you may have noticed that detail objects as a category contains the most objects in the build tab. It’s easy to get intimidated by the sheer amount of them, so it’s ok to take your time exploring them.
Saws and gears are another set of hazards. While this tab has plenty of saws to choose from, it also has detail objects that rotate. Most of these details help with air deco, but there are also objects at the end of the tab that pulse to the song.
This tab consists of basically every trigger in the game. ALL of these triggers are covered in Triggers 1.
The custom tab allows you to combine lots of other objects into one singular custom asset. This can be used to simplify a lot of things, and also transfer things across levels. More information about the custom tab can be found in the Custom Objects & Autobuild guide.
*Note: these are just my saved assets, yours will probably look different