POLYTRACK FIELD GUIDE
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English

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

ActionHowWhy it matters
Place a blockLeft-clickthe only way anything gets onto the map
Move the cameraRight-click and dragthe map is bigger than the screen
Rotate the cameraMiddle-click and drag, or Q / Eyou build around corners, so the angle has to change
ZoomMouse wheelfar out to see a whole lap, close in to line two pieces up
Raise or lower the placement heightShift + wheel, or Z / Cthe reason loops and jumps are possible at all
Rotate the piece being placedR or Spacea corner can be placed four ways; the wrong one reads as a wall
Delete a pieceXthe fastest way to recover from a bad angle
Test drive what you have builtTdrive 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

QuestionWhy it mattersStatus
Is there a piece limit, and what is it?decides whether a full lap is buildable or only a stunt parkNEEDS CHECK
Which piece types exist, and are any locked?the listing names noneNEEDS CHECK
Is there a checkpoint limit, like the official tracks’ 2 and 3?every official track prints a counterNEEDS CHECK
Can a track be published without beating it yourself?changes what “published” meansNEEDS CHECK
What does a share code look like, and how long is it?the listing says codes exist, not what they areNEEDS CHECK
Does the editor run on touch?the game is landscape-only on mobileNEEDS 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.