What a start position is and why you'd want one
A start position in Geometry Dash is a checkpoint you place in a level so that when you play it, you begin from that point instead of from the very beginning. Instead of replaying the same straightforward section over and over to reach the part you're actually working on, you jump straight to the challenge you want to practice.
This is especially useful if you're building a long level or practicing a difficult jump that appears halfway through. Without a start position, every death sends you back to the start, wasting time on sections you've already mastered. For level creators, it also lets you test individual segments without forcing players to sit through the entire level before reaching the hard part.
Key Takeaways
- Start positions are placed using the Start Position object in the editor, found in the Triggers tab under the Gameplay section.
- You can only have one active start position per level, and it overrides the default beginning.
- The start position object itself is invisible during gameplay — only the checkpoint location matters.
- Testing your start position before publishing ensures your level plays correctly from that point forward.
- Placing the start position slightly before the section you want to test gives you time to build momentum and understand the approach.
Finding and placing the start position object
Open your level in the Geometry Dash editor. In the bottom toolbar, click the Triggers tab (it looks like a lightning bolt). Scroll through the list until you find Start Position — it's usually in the Gameplay section, though the exact location can vary slightly depending on your game version.
Click on Start Position to select it. Now move your cursor to the point in your level where you want players to begin. Click to place the object. The object itself appears as a small icon in the editor, but it won't show up when someone actually plays the level. You'll see it only while you're building.
Positioning it correctly for your level
Place the start position slightly before the section you want to test. If you're working on a jump that happens at the 30-second mark, place the start position a few seconds earlier so you have time to build momentum and understand the approach. This buffer zone prevents you from spawning directly into a challenge without context.
If you're building a level for others to play, think about where a new player would need to start to understand the difficulty curve. Placing it too far into the level means players won't understand the context. Placing it at a natural break point — after a resting section or before a new obstacle type — usually works best. Consider how the level teaches its mechanics and where a player would be ready for the next challenge.
Testing your start position before sharing
Play your level from the start position you just placed. Use the play button in the editor to test from that checkpoint. Make sure the level flows correctly from that point and that there are no missing objects or broken jumps. Pay attention to whether moving platforms or timed obstacles are in the right state when you spawn.
If you're sharing the level with others, test it a few times from the start position to catch any issues. Sometimes objects placed before the start position can cause problems if they're part of a sequence that depends on earlier timing. Run through the section multiple times to make sure the difficulty feels right and the progression makes sense.
Removing or changing a start position
To remove a start position, click on the object in the editor and press Delete or Backspace. The level will then play from the beginning again. This is useful if you've finished testing a specific section and want to reset the level to its default behavior.
To move it to a different location, click and drag the start position object to the new spot. You don't need to delete and replace it — dragging works just fine. This saves time when you're experimenting with different testing points.
Common mistakes and how to avoid them
The most common error is placing the start position in the middle of a moving platform or obstacle sequence. This can cause the level to behave unexpectedly because the objects haven't had time to reach their starting state. Always place it in a clear area or at a moment when the level is in a stable state.
Another mistake is forgetting that only one start position can be active at a time. If you place a second one, it will override the first. If you're testing different sections, delete the old start position before placing a new one. Some builders also forget to remove the start position before uploading, which can confuse other players who expect the level to begin at the actual start.
Frequently Asked Questions
Can I have multiple start positions in one level?
No. Geometry Dash only recognizes one start position per level. If you place a second one, it replaces the first. If you want to test different sections, you'll need to move or delete the start position and place a new one.
Will the start position show up when someone else plays my level?
No. The start position object is invisible during gameplay. Players will straightforward begin at the point you set, with no visible marker or icon.
What happens if I don't place a start position?
The level plays from the very beginning, as normal. Start positions are optional — they're only useful if you want to skip ahead to a specific section.
Can I place a start position in mid-air?
Yes, but your player object will fall or behave based on the physics at that point. It's usually safer to place it on solid ground or at a point where the level state is stable.
Does the start position affect the difficulty rating of my level?
No. Start positions are a building and testing tool only. They don't change how the level is rated or perceived by other players.