- Download count 7379
- Unique foldername
- Skin for
- Based on
- Release date 2022-05-15
- Version from 2023-03-21
- Version 1.3
- RVW-ID 33036
- Category Tool
- Unconventional car?
- Top speed mph
- Total weight kg
- Acceleration m/s²
- Track difficulty
- Track length m
- Reverse version available?
- Time trial times available?
- Practice mode star available?
- UI scaling
- Windowed and fullscreen modes (toggle with ALT+ENTER).
- Input blocking when minimized
- Half scale export option
- Exports reverse versions of tracks when possible
- Ability to cancel quitting/loading/new track if the track is unsaved
- Ability to export tracks that would otherwise be "too complex" for the original track editor
- Native multi platform support
- Gamepad support (F1 for controls list)
- Somewhat faster exporting
- Improved geometry exporting (Original editor exports duplicate geometry)
A rewrite of the Track Editor in the Unity Engine, which runs much better on modern systems.
Versus the original editor, this adds/ improves:
As far as I know I have feature parity with the original track editor.
This project is also open source!
Advanced Settings With Command Line Arguments
Override the export scale with a value of X (1 = 100%, 0.5 = 50%, etc.)
Remove limits. Unlimited height, unlimited size, unlimited pickup count. Go crazy!
Unlimited mode isn't officially supported and it's very possible there will be visual glitches in-game, gaps in the track exterior, and long export times.
Using the RVGL Launcher
The provided ZIP files are ready to go to be installed as packs, simply extract the contents of the zip into "RVGL/packs/track-editor"
Extract the contents of the ZIP directly into your Re-Volt or RVGL installation
The downloads come with the PC theme, but you can swap out the texture and RTU files with the Dreamcast ones and it will work seamlessly :)
28 comments on “Track Editor (Unity Edition)”
The new unlimited feature is a very nice surprise, I’m surely gonna have a lot of fun bending the rules of the normal track editor and seeing the results.
Big thank you for that! I had no idea about this. And it’s also great to hear that some sort of planning for customization is being considered. Thank you for the remade Unity editor. It’s really a great recreation of original tool with really big improvement over the original.
Like with the original track editor, pressing F1 will bring up a list of controls.
As for customization (for colors, walls, blocks), it’s still in the planning stage.
Could this contain configuration menu like Kenny’s Editor v1.1 did? Also, it would be handy to be able to access controls list for the editor from an extra button in the menu itself. I understand however if you do not wish to change editor in such a way by using or getting inspired by Kenny’s work and adding extra buttons. I believe that Re-Volt World could also use a section for custom blocks for this Unity version of the editor which would make creating Lego tracks with default editor a whole lot more exciting!
is there a way to extract the file on mobile?
Weird, I’m trying to run it on Linux Mint Cinnamon which is based on Ubuntu
Ironbob, no problem for me. It works correctly with ubuntu.
I realize it’s a standalone version for the Windows version but is it also standalone for the Linux version? I’m having trouble getting it to work
How do I install the number editor? Can anyone help me in detail?
Great Job, a very big thank you for it !
If someone can help me: I use a laptop and the up & down page keys do not work.
How to raise or lower the module ?
You can use the dreamcast theme by swapping out the files with the dreamcast ones (trackunit.rtu + textures)
See comments below about custom themes.
Will you add the Dreamcast theme? It would be also great if I could create own themes
Btw, I’m not completely discounting custom parts, it’s just that it will require a lot of thought to get done in an elegant way is all.
At the current time I believe that this is almost a 1:1 port of the original Track Editor from Acclaim plus the additional QoL changes that were brought with Unity. I think the creator will add new features in the future so there is nothing to worry about, it’s just a matter of time.
While this is improving on the original editor it’s still missing several helpful features/tools from Kenny’s 1,1 Re-Volt Track Editor. This one is obviously more stable on newer machines, but for maximing the potential of your Track Editor track I recommend using both this and the 1.1 Re-Volt Track Editor on the same track for different purposes, thankfully the editor saves are compatible between the 2 editors so it shouldn’t be a problem swapping from this editor to the other while making a track.
Adding custom parts isn’t too trivial unfortunately. The RTU format doesn’t store some information, and the devs hardcoded it to compensate. Essentially the way parts are stored would need to be entirely redesigned.
Great work! Thank you for such an editor! But I also suggest adding some new parts.
adding new track parts? That I wanna see.
Hey, Nice work! it’s possible, that we can add new track parts now? I mean with the new Track Editor version?
Okay. Now that I see the “.exe”. I wasn’t looking. now I did looked and found “.exe” this whole time. such a dunce at times, am I.
No, it’s a standalone program.
Do I need Unity for this?
This is easily one of the most exciting releases to hit the Re-Volt scene in quite a long time, at least from my admittedly casual perspective. Knowing that we now have a built-from-scratch rewrite of the original Track Editor makes one’s mind run wild with pie-in-the-sky ideas about potential community-made upgrades (such as adding the new features from Kenny’s Track Editor 1.1 update from back in 2013).
Of course, I’m just a casual observer, so I can’t even begin to imagine how much of a pain it must have been to make this application in the first place — you cannot tell me that getting Unity to play nice with Re-Volt’s old file formats was easy in any way — so I’ll be content just to have a functional Track Editor that works with modern operating systems regardless of additional bells and whistles.
The fact that I could stick this in an RVGL Pack folder, boot it up without having to run it in a compatibility mode or with a -windowed command line, and just be able to build and export a track in the year 2022 is nothing short of miraculous. If that isn’t worth applause in itself, then I don’t know what is.
Thanks Vas, that’s a super useful hint! I think it’s important to know, cause the RVGL Launcher will be used by a lot of people already.
The readme has install instruction for using it outside of packs, which I’ve now mirrored in the description too.
You can put the track editor in a pack in the packs folder (like this C:\Users\Vas0sky\RVGL\packs\track-editor\), then you create a new folder called “editor” (C:\Users\Vas0sky\RVGL\packs\track-editor\editor\) and a folder called “levels” (C:\Users\Vas0sky\RVGL\packs\track-editor\levels\).
This way newly exported tracks will directly go in the track-editor pack and you can disable them directly from the launcher.
Is it possible to use the Track Editor with a RVGL Launcher installation? If yes, in which folder the download has to be extracted?
Maybe you can put a few sentences regarding the installation into the description. I think this would be very helpful for some users.
I’m gonna have fun with this thing.