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The Ultimate Guide to Polytrack: How to Export and Share Your Custom Tracks

Mastering the Level Code System: A Complete Guide to Saving, Importing, and Distributing Your Custom Map Files

By Richard BaileyPublished about 22 hours ago 5 min read
Polytrack: How to Export and Share Your Custom Tracks

Polytrack has carved out a unique niche in the browser-based racing world by blending high-speed physics with an incredibly intuitive level editor. While many players spend hours perfecting their hairpin turns and massive jumps, a common roadblock eventually appears. You have built a masterpiece, but how do you actually get it into the hands of other racers?

The game doesn't exactly hand you a manual on where files are tucked away or how the internal level code system functions. If you are tired of your tracks sitting lonely on your hard drive, this article will walk you through the technical nuances of exporting and sharing your Polytrack creations with the community.

Why Sharing is the Core of the Polytrack Experience

Half the fun of a physics-based racer is watching how others tackle the obstacles you have placed. When you share a track, you aren't just sending a file; you are issuing a challenge. Because the game relies on precise timing and drifting mechanics, seeing a friend beat your "unbeatable" lap time is the ultimate motivation to dive back into the editor.

However, the game uses a specific data format to handle these levels. Unlike traditional games that might use a simple .txt file, Polytrack utilizes a streamlined string of characters known as a Level Code.

This code contains every piece of data—from the elevation of your track tiles to the placement of boost pads—compressed into a format that the game can instantly decompress and render.

Finding Your Saved Tracks: The Local Storage Mystery

Before you can export anything, you need to know where the game keeps your data. Polytrack primarily operates as a web-based experience, which means it utilizes Local Storage or IndexedDB within your browser to save your progress and custom builds.

Many players make the mistake of looking for a folder in their "Program Files" or "Documents" directory. Unless you are using a specific standalone launcher, those files simply won't be there. Instead, the "Export" feature within the game's UI is your primary gateway.

  • The Editor Menu: Navigate to the level editor and look for the disk icon or the "Folder" icon.
  • The Internal Gallery: Your tracks are listed here, but they are currently "trapped" in your browser's cache.
  • Browser Dependency: Remember that if you clear your browser cookies and site data, you risk losing your tracks forever unless you have exported them externally.

How to Generate and Export Your Level Code

Generating a Level Code is the most efficient way to share your work. This method allows you to copy a string of text and send it via Discord, Reddit, or email. The recipient can then simply paste that code into their game to load your track instantly.

  • Open the Track Editor: Load the specific track you wish to share.
  • Validation Check: Ensure your track is actually raceable. Most versions of the game require you to have a start and finish line before the export option becomes fully functional.
  • Click the Export/Share Button: This is usually represented by an arrow pointing out of a box.
  • Copy to Clipboard: A long string of seemingly random characters will appear. This is your track’s DNA. Boldly copy the entire string, ensuring you don't miss a single character at the end, as even one missing digit will result in a "Load Failed" error.

Saving Tracks as Files

If you want to keep a permanent backup on your computer, you can save these codes into a standard text file. This is highly recommended for creators who are working on "mega-projects."

Open a basic text editor like Notepad or TextEdit. Paste your code there and save the file with a descriptive name, such as Mountain_Drift_V1.txt. By doing this, you create a physical archive that survives even if you switch browsers or buy a new computer.

You can find more advanced community discussions on track architecture at the Polytrack Subreddit, where many users swap these .txt files for collaborative builds.

How to Import a Track from a Code

On the flip side, you might be the one receiving a track. The process of importing is just as straightforward, but it requires a specific sequence of clicks to avoid overwriting your own work.

  • Select the "Import" option from the main menu or the editor sub-menu.
  • A text box will appear asking for the Level Code.
  • Paste the string you received from your friend or the community.
  • Click "Load" or "Confirm.

If the track doesn't appear immediately, check for extra spaces at the beginning or end of the code. Browsers sometimes add a space when you double-click to highlight text, and the Polytrack engine is quite sensitive to these formatting errors.

For those looking for a repository of pre-made codes to test this out, the Polytrack itch.io community often features devlogs with community-submitted levels.

Best Practices for Sharing Your Creations

When you share a track, don't just dump a code into a chat room. To get people to actually play your level, you need to provide some context. High-quality sharing usually involves a few key elements that make your post stand out.

Give it a compelling name. Instead of "Test 1," try something like "Neon Apex" or "Gravity's End." A name sets the tone for the driving experience. Include a screenshot of the most difficult section. Humans are visual creatures, and a preview of a massive jump or a complex corkscrew will entice players more than a wall of text ever could.

Mention the estimated difficulty level. Is this a "Chill Cruise" or a "Kaizo-style" precision challenge? Let the players know what they are getting into. If you have posted your track on a platform that supports it, provide a link to a video of your own best lap. This proves the track is possible and gives others a "ghost" to race against.

Troubleshooting Common Export Issues

Sometimes, things go wrong. You might click export and nothing happens, or a friend says your code is "broken." Here are the most common culprits and how to fix them.

  • The "Incomplete Track" Error: If your track is missing a checkpoint or the circuit isn't closed (if it's a circuit race), the game may refuse to generate a code. Always run a test lap from start to finish before attempting to export.
  • The "Clipboard Limit" Issue: On some older mobile devices or specific browsers, very long codes might get truncated. If you are building a massive, sprawling map with thousands of assets, the code will be significantly longer. In these cases, try exporting on a desktop browser to ensure the full string is captured.
  • Version Mismatch: Polytrack receives updates. If you created a track in an older version of the game that used assets since removed or changed, the code might not work in the latest version. Keeping an eye on the [suspicious link removed] or developer updates is the best way to stay informed about breaking changes to the level format.

Building the Global Circuit

The beauty of Polytrack lies in its accessibility. By mastering the export and import system, you move from being a solo player to becoming a contributor to a global library of racing content. The "Level Code" system is a remarkably elegant solution to the problem of sharing complex 3D data in a lightweight format.

Whether you are archiving your own progress or sending your latest "impossible" track to a rival, knowing the ins and outs of file management is essential. Now that you know exactly where those files live and how to move them, it is time to head back into the editor and build something worth sharing.

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About the Creator

Richard Bailey

I am currently working on expanding my writing topics and exploring different areas and topics of writing. I have a personal history with a very severe form of treatment-resistant major depressive disorder.

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