POLYTRACK, MEASURED
PolyTrack track editor: the keys and the limits
The editor is the reason PolyTrack has a community rather than a leaderboard. It is also the part with the most rules and the least documentation: the store page gives you eleven keys and nothing about what you are allowed to build.
The eleven bindings
| Action | How | Why it matters |
|---|---|---|
| Place a block | Left-click | the only way anything gets onto the map |
| Move the camera | Right-click and drag | the map is bigger than the screen |
| Rotate the camera | Middle-click and drag, or Q / E | you build around corners, so the angle has to change |
| Zoom | Mouse wheel | far out to see a whole lap, close in to line two pieces up |
| Raise or lower the placement height | Shift + wheel, or Z / C | the reason loops and jumps are possible at all |
| Rotate the piece being placed | R or Space | a corner can be placed four ways; the wrong one reads as a wall |
| Delete a piece | X | the fastest way to recover from a bad angle |
| Test drive what you have built | T | drive before you publish, not after |
OFFICIAL ONLY
The bindings are the store listing’s, reproduced as their claim. The third column is our reading of why a binding exists — not something the game says.
NEEDS CHECK
We have not opened the editor in the client. Everything below is the question list we take into that session, not an answer.
What we still have to measure
| Question | Why it matters | Status |
|---|---|---|
| Is there a piece limit, and what is it? | decides whether a full lap is buildable or only a stunt park | NEEDS CHECK |
| Which piece types exist, and are any locked? | the listing names none | NEEDS CHECK |
| Is there a checkpoint limit, like the official tracks’ 2 and 3? | every official track prints a counter | NEEDS CHECK |
| Can a track be published without beating it yourself? | changes what “published” means | NEEDS CHECK |
| What does a share code look like, and how long is it? | the listing says codes exist, not what they are | NEEDS CHECK |
| Does the editor run on touch? | the game is landscape-only on mobile | NEEDS CHECK |
Why the editor is the interesting part
Seventeen official tracks is a small game. The tracks players build are the content, and the codes are how they travel — which means the questions above are the difference between a five-hour game and an open one. That is why this page waits for a session instead of filling itself with guesses.
The build-test loop
Iterating is the editor’s real workflow: place a section, hit test drive, find the corner that does not work, come back, move two pieces. T is the key that makes that loop fast, and Z / C is the one that makes it possible at all — without the height control a track is a flat drawing.
That loop is also how the limits get found: a piece that will not place, a checkpoint that will not register, a build that the game refuses to test drive. Each refusal is a measurement, and each one is worth a screenshot.