Course Elements

The elements panel is where everything you drop onto a circuit lives, organized into tabs down one side. Three of them are always there — Markings, Objects, and Zones — because every course type paints the road, stands objects beside it, and scores zones somewhere, even when the specific cards differ. The fourth exists for one course type only: whichever off-track facility that type actually has. Course type is chosen when you start a circuit — see Getting Started — and it decides which of the course-specific tabs you see, and which cards fill the shared ones.

Markings

Everything painted on the road, split from Objects on the same paint-versus-standing-object line the 3D builder uses. What’s on offer depends on course type: a Competition course gets judging lines — Start, Initiation, and Finish — plus the lap lines a scored run is measured against. Touge and City courses get lane lines, crosswalks, arrows, and painted text instead, since a mountain pass or a street isn’t run to a lap-line score. Course type gates which cards you see, not which markings can exist on a circuit — markings from any discipline coexist fine on one course, and switching course type afterward doesn’t touch a marking you’ve already placed.

Objects

The physical things that stand up off the road, rather than being painted onto it: barriers, curbs, cones, and course furniture. Guardrail, jersey barrier, and chain-link fence are built as procedural shapes; cones and the tire wall are modeled from the real thing. Competition and Touge courses share the same barrier set plus a track-edge curb; a City course additionally gets street furniture and fittings — parking blocks, drains, and construction props — that a track course has no use for.

Zones

The judged regions of a course — clipping points, deceleration zones, and the rest of what a run is scored against. Unlike Markings and Objects, this tab’s contents are a true subset per course type, not just a relabeling. Competition gets the full set, including an outer zone and the apparatus of a scored lap (initiation band, transition, deduction, grid box). Touge gets only an inner clipping point and a deceleration zone — no outer zone, because touge scores line accuracy against a hard wall, not how well you fill a zone. City gets an inner clipping point, a touch-and-go zone, and a deceleration zone. Each one attaches to whichever piece it’s dropped near, then you size it by dragging its handles.

Pit, Rest stop, and Parking

The last tab is one of three, and a circuit only ever shows one of them: Pit on a Competition course, Rest stop on Touge, Parking on City. Each is the off-track facility that course type actually has — a pit lane for a judged run, a mountain pull-off for a touge pass, somewhere to park on a city street — and dropping one onto the road attaches it automatically as a single piece, already joined to the road on both ends. From there you can drag it along the road to reposition it, or flip it across to the other side.

Contents, over in the Circuit panel

One list you’ll want isn’t a tab here at all. Contents sits in the Circuit panel on the right-hand side, under Settings and above Layers, because it’s an inventory of what you’ve already built rather than a place to drag new pieces from. It lists every segment, marking, object, and zone on the circuit, grouped and counted the same way these tabs are, and each row carries a small rendered thumbnail of the piece itself — enough to tell one guardrail run from another without clicking either. Click a row to select and frame that element on the canvas, or hover it to light the element up without committing to a selection. It’s the only list of what’s on the course anywhere in Circuit Builder, which matters most for a marking hiding under a barrier, a piece on the lower of two stacked layers, or a facility stranded by a course-type switch — anything you can’t just spot and click.