Beginner

How to Make a Track in PolyTrack: Editor Guide for Beginners (0.6.3)

A beginner's path through the PolyTrack track editor: place road, rotate and raise pieces, test drive with T, fix missing checkpoints and jumps without a landing, then export a code that other players can import.

Last verified:Applies to:0.6.34 min read
#Track editor#Custom tracks#Track codes#Beginner#0.6.3Read in Chinese →

The PolyTrack editor is a building tool: you lay the road, set its height, place the checkpoints and then test drive the result. A track only counts as finished when someone can drive from the start to the finish without getting stuck.

How this page was checked

This guide is built from Kodub's 0.6.3 build and its official screenshots plus the authorized CrazyGames editor controls, checked on 5 November 2026. It has not been independently replayed in the 0.6.3 build; the in-game Settings > Controls screen is authoritative for your copy.

What the editor screen gives you

The editor puts the build tools on screen:

  • Test — drive the track you have built.
  • Generate — present in 0.6.3; this guide does not cover what it produces.
  • Load and Save — keep a track and reopen it.
  • Export — produce the code you share.
  • Help — the editor's own instructions.
  • Undo and Redo — step back when a layout goes wrong.

The piece palette sits on the right. The height readout sits in the corner with its own up and down controls, and Shift + scroll changes height while you build.

A build order that avoids rework

  1. Place the start and finish first. Everything else is judged against whether the car can get from one to the other.
  2. Add a short straight and test drive it. If the first ten seconds do not work, a longer track will not fix it.
  3. Build corners with room to steer. Tight corners are a difficulty choice; blind corners with no run-off are usually a mistake.
  4. Place checkpoints as you go, not all at the end. A checkpoint after a hard section keeps the rest of the track testable.
  5. Add height and jumps last. Changing height changes landing distances, so do it before the final test, not after.
  6. Test drive from the start. Testing from the middle hides the first problem on the track.

If a piece is in the wrong place, X deletes it and R or Space rotates it. Undo is faster than deleting a chain of pieces, so use it before you rebuild.

Editor controls

ActionKey
Place or buildLeft-click
Rotate the viewMiddle-drag
Pan the viewRight-drag
ZoomScroll
Change heightShift + scroll
Rotate the pieceR / Space
DeleteX
Test driveT

The same shortcuts are listed in the full controls guide, alongside the driving keys.

Checkpoints, finish and jumps

A track that cannot be completed is not ready to share. Check these before exporting:

  • Start, checkpoints and finish are connected. A missing checkpoint can leave the finish unreachable.
  • Every jump has a landing. A jump that drops the car into nothing is a dead end, not a shortcut.
  • Gaps are clearable at racing speed. A gap that only works from a perfect run is too tight for a shared track.
  • Hard sections have a checkpoint after them. Otherwise one mistake sends the player back to the start of the whole track.
  • The finish is reachable from the last checkpoint. Test that last segment on its own, then test the whole run again.

Test drive is the real check

The editor will let you save a track that nobody can finish. If test drive from the start cannot reach the finish, other players cannot either. Fix that before you export.

Export and import track codes

Player-made tracks travel as track codes, not files.

  1. In the editor, choose Export to produce the code for your track.
  2. Send the code to the other player.
  3. They open track selection, choose Import, and paste the code.

Current-format codes start with PolyTrack2. Older codes may start with PolyTrack1 or v3.

Track codes are not cheat codes

A track code only loads a custom track. PolyTrack has no cheat codes, and a code cannot unlock cars, skip races or change your times. If a page offers "PolyTrack cheat codes", it is using the wrong word.

Do not assume an old or copied code will load. The format prefix tells you which generation of code you are looking at; if an import fails, check the prefix and ask the creator for a current code.

Beginner checklist

  • The start, every checkpoint and the finish are present and connected.
  • Test drive from the start reaches the finish.
  • No jump drops the car with no landing.
  • The hardest section has a checkpoint after it.
  • The track is saved before you export.
  • The exported code has been pasted back into Import once to confirm it loads.

Frequently Asked Questions

How do I make a track in PolyTrack?

Open the editor, place road pieces with left-click, rotate with R or Space, change height with Shift + scroll, and test drive with T. Build the start, checkpoints and finish before decorating the layout.

How do I share a track I made?

Use Export in the editor to get a track code, then send the code to another player. They import it from track selection.

How do I import someone else's track?

Open track selection, choose Import, and paste the code. Current codes start with PolyTrack2; older codes may start with PolyTrack1 or v3.

Are track codes cheat codes?

No. They only load a custom track. PolyTrack has no cheat codes.

Why can't my track be finished?

The usual causes are a missing checkpoint, a gap the car cannot clear, or a jump with no landing. Test drive from the start and fix the first point where the run fails.

How do I change the height of a piece?

Hold Shift and scroll. Rotation is R or Space, and X deletes a piece.

Related guides

All guides for this game

Read next

GeneralPolyTrack Download: PC, Android & Mobile — Is It on Steam or iOS?PolyTrack needs no download: it runs free in the browser at kodub.com and on itch.io, CrazyGames and Poki. Optional builds exist for Windows, macOS, Linux and Android, plus a Google Play app. There is no Steam version and no official iOS app.→

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