NEWS

Why I Built a Track Path Editor for Accelerate X

2026.8.11

Every track in Accelerate X is just data: a list of points that make a spline, plus a scattering of obstacles and pickups placed along it. Also, the way the levels are created is that they are pieces of the track stitched together at runtime. This made it hard to see how to connect jumps or flow together from one piece to another.

That workflow doesn’t scale, and it definitely doesn’t leave room for the part of level design I actually care about: making each track feel different from the last one. If tweaking a single hill takes five minutes of setup, I’m not going to experiment. I’m going to ship the first version that works and move on. That’s how you end up with tracks that all feel the same.

So I built a Track Path Editor that lives entirely inside the Unity Editor.

Pick a level, see everything it plays. A level in Accelerate X strings together a sequence of tracks. The editor resolves that whole sequence up front and lays every track out side by side, each in its own little viewport. Instead of clicking through tracks one at a time and holding the level in my head, I can see the entire run in one glance and immediately spot where the pacing gets repetitive.

Every path is just points on a 2D map. Each track’s main path and all of its side paths are drawn together, color-coded, in a simple 2D view. Drag a point to reshape the track, click to drop in a jump or an obstacle, right-click to remove one. No more building it in 3D and hoping. Changes save straight back to the track data as I go.

None of this changes what players experience directly. What it changes is how many tracks I can afford to iterate on, and how often I’m willing to throw out a boring one and try something weirder instead. That’s the actual goal!