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报告翻译问题
Put one down on the map, and align it so the blue arrow (local axis) is facing the direction the player should be driving. Put another one down where you want to teleport someone to, and make the blue arrow face the way you want them to drive coming out of the teleporter. Give them both a unique number in their properties panel, and give the first teleporter the seconds unique number as its exit (and vice versa).
When you've done it right you'll get a dashed line connecting the two.
Instead, you can use teleports or warpanchors (advanced teleporters, basically) to seamlessly break the track up into parts, so that people have to progress along the track to reach the end of it. If you're clever about it you can create intended shortcuts or alternate routes so that pathfinders /routers are still rewarded without being able to just break the level outright.
I like the backdrop. Unfortunately, the track layout is a huge weakness - it's a common trap that first time mapmakers fall into. Any track that loops back on itself can be cut pretty easily - in this case, a longjump is enough to get from the start to the finish.