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Breaker Mode

Smash the spiral apart. Balls race down a spiral channel full of breakable glass, multiply at gates, and collapse the whole spiral when one reaches the centre. Every control in Spiral Breaker Settings, explained. (Creator)

What Breaker Mode Does

Breaker builds a spiral channel (a track with two rails) and fills it with glass panes. Balls enter at the outer mouth and travel down the channel toward the centre, cracking and shattering the glass as they hit it. Multiplier gates along the track clone every ball that passes, so a single ball can become a flood. When balls die, a new wave launches. When a ball finally reaches the centre, the whole spiral collapses into tumbling pieces, the camera shakes, and after a short pause the run starts again.

The arc of a Breaker clip is simple: every wave gets deeper and breaks more glass, until one gets through.

Tip

  • With the default settings a ball dies the moment it touches glass (Instant Impact Death is on), so progress comes from waves of balls breaking the glass bit by bit.

Plans, Panels and Basics

Spiral Breaker Settings is one panel on the Engine tab and needs Creator. Sections inside it with a switch in their header (Power Runs, Glass Barriers, Multiplier Gates, Respawn Systems, Completion Sequence, Spiral Sounds) show their controls only while that switch is on.

Basics, the first item on the Studio rail, shows a short list of the settings that change the video the most, under Mode settings. Engine on the rail shows every control the mode has, in its own collapsible sections, and the mode's own sounds are in the Audio section. Both edit the same settings, so a change in one shows up in the other.

Technical parameters

  • Basics shows: Spiral turns (1 to 10), Track width (20 to 100), Spiral size (100 to 500), Natural physics (on/off), Glass barriers (on/off), Glass toughness (5 to 500, only while Glass barriers is on), Multiplier gates (on/off).
  • The glass, gate and finale sounds are in the Audio section, under Spiral Sounds.

Ball Entry Point and Geometry Engine

Where balls start, and the shape of the track. Changing any geometry value rebuilds the spiral and restarts the run.

SettingWhat it doesRange / defaultTip
Placement ModeCenter Origin, Outer Start (Spiral Entrance), or Manual Control.Default Outer StartOuter Start always enters the channel cleanly.
Auto Position BallButton. Resets the start to the outer mouth of the track.
Spiral TurnsFull turns from the mouth to the centre.1 to 10, default 4More turns: longer run and more glass, but a busier picture.
Outer RadiusHow far out the mouth sits. This is the arena size.100 to 500, step 10, default 170
Channel GapWidth of the lane the balls travel in.20 to 100, step 5, default 40Must comfortably clear the ball, or balls jam.
Spiral RotationTurns the whole spiral so the mouth faces another way.0 to 360, step 5, default 0
Wall ThicknessLine weight of the two rails.1 to 10, default 4
Wall ColorRail colour. Also tints the finale collapse burst.Default blue (#3B82F6)Keep it clearly different from the Glass Tint.
Track GlowAdds a bloom to the rails.On/off, default on

Physics Dynamics

How balls move along the track. Natural Physics is the master switch. Off (default): each ball's speed is held steady and the track steers it along the channel. On: gravity and Bounciness move the ball, so it can slow, rattle and fall.

SettingWhat it doesRange / defaultTip
Radial Center GravityA constant pull toward the centre, on top of normal gravity.0.01 to 1.5, step 0.01, default 0 (off)Small amounts help balls work inward. Large amounts pin them to the inner rail.
Natural PhysicsLets gravity and Bounciness drive the ball instead of locking its speed.On/off, default offTurn it on if the ball looks like it is sliding over the spiral.
BouncinessThe global bounce value. Shown only while Natural Physics is on.0 to 2, step 0.01
Bounce RandomnessRandom variation in bounce angles. Shown only while Natural Physics is on.0 to 1, default 0.3
Wall FrictionSpeed kept when sliding along a rail or unbroken glass. 1 is frictionless.0.8 to 1, step 0.005, default 0.98At 0.95 or below balls may stall partway down.
Constant SpeedLocks every ball at its starting speed so it never slows or rattles in place. Shows off while Natural Physics is on.On/off, default on
Track DriveHow hard the track steers a ball along the channel. Greyed out while Natural Physics is on.0 to 1, step 0.05, default 0.35Only active when gravity is on or Power Runs are enabled.

Power Runs

Power Runs turns the clip into an escalating ladder. Each run the ball is powered along the track for a number of seconds, then the power fades out, the ball falls, and the next run gets a longer powered window. Turn the switch in the header on to use it.

SettingWhat it doesRange / defaultTip
Power Runs (switch)Turns the ladder on.On/off, default off
Power LadderIncrement (10s, 20s, 30s...) climbs by a fixed step. Custom List reads your own seconds.Default Increment
Seconds Per RunCustom List only. Comma-separated seconds, one per run. After the list runs out, the last value repeats.Default 10, 20, 30, 45
First Run (sec)Increment only. Powered time of the first run.1 to 60, default 10Keep it short so the escalation has somewhere to go.
Added Per Run (sec)Increment only. Seconds added each run.0 to 60, default 10
Longest Run (sec)Increment only. The cap on the powered time.5 to 180, step 5, default 60Set it near the time that actually reaches the centre.
Power Fade (sec)How long the boost takes to ease out at the end of a run.0.1 to 10, default 1.5
Free Fall Before Reset (sec)How long a spent ball keeps falling before the next run starts.0.5 to 20, step 0.5, default 5

Glass Barriers

The glass is the heart of the mode, and also its biggest performance cost. Turn the switch in the header on to fill the channel with glass. The controls come in four groups: where the glass starts and how it breaks, how it looks, the flying shards, and extra burst effects.

SettingWhat it doesRange / defaultTip
Glass Barriers (switch)Fills the channel with glass.On/off, default on
Glass StartWhere the glass begins, from the outer entrance (0%) to the centre. The section before it stays open.0 to 95%, default 8%An open run-up lets the ball hit the first pane at speed.
Break StyleRealistic (Impact Shatter): only the glass the ball hits breaks, in a crack that grows with impact force. Panel (Full Width): the whole width of the channel breaks at once.Default RealisticPanel is lighter to run but far less satisfying.
Glass Layers (Depth)Realistic only. How many cells of glass stack across the channel.2 to 8, default 53 or more is needed for Loose Glass Falls.
Shard IrregularityRealistic only. How irregular the crack pattern is.0 to 1, default 0.7The same spiral always cracks along the same seams, so a seeded run repeats.
Crack RaggednessRealistic only. How spidery the crack grows from the impact.0 to 1, default 0.85
Max Shatter Per HitRealistic only. The most glass cells one hit can remove.4 to 400, step 2, default 90Above about 150 one fast hit can end the run.
Impact Speed LossRealistic only. Speed the ball loses per cell it breaks.0 to 0.15, step 0.005, default 0.03
Loose Glass FallsRealistic only. A piece cut off from the rest of the pane drops out of the track.On/off, default on
Hanging SupportShown with Loose Glass Falls. How much weight wedged glass can carry. Below 1, whole slabs keep tearing away.0.4 to 6, default 0.7
Glass OpacityHow solid the panes look.0 to 1, default 0.3
Glass ThicknessDrawn thickness. Also widens the collision, so thick glass is hit slightly earlier.2 to 15, default 8
Glass DurabilityHow tough the glass is. Doubling it roughly halves the hole a hit makes.5 to 500, step 5, default 14High durability with slow balls can stall a run.
Crack Spread WidthHow many cells a hit is worth. The biggest lever on hole size.0.05 to 1, default 0.26
Destruction IntensityHow much the ball's speed counts toward the break, and how hard shards are thrown.1 to 10, default 1
Glass TintGlass fill colour.Default pale blue (#E0F2FE)
Outline HighlightEdge stroke around each pane and shard.Default white
Crack Overlay ColorColour of cracks on damaged, unbroken glass.Default light cyan (#A5F3FC)Make it stand out, it is the only sign a pane is weakened.

Glass: Specular, Shards and Burst FX

The rest of the Glass Barriers section. These change the look of the glass and the debris, not how it breaks.

SettingWhat it doesRange / defaultTip
Specular ShineWhite highlight along pane edges.0 to 1, default 0.6
Refraction DistortionHow much the glass bends what is behind it.0 to 1, default 0.1High values smear the track underneath.
Border Glow BrightnessStrength of the Outline Highlight. 0 hides it.0 to 1, default 0.8
Shards per BreakHow many flying shards a shatter makes.5 to 50, default 24
Shard Lifetime (sec)How long a shard lives before it fades.0.5 to 5, default 1.5
Shard Gravity StrengthDownward pull on shards.0 to 2, default 0.30 leaves debris floating in the channel.
Active Limit CountThe most shards alive at once. The oldest are recycled when full.50 to 500, step 10, default 150Lower it if the preview slows down during heavy breaking.
Shatter BurstExtra animated burst at each strike point, on top of the shards.None, or an effect from Shatter & Pieces, Explosive & Force, Cosmic & Gravity, Energy & Light, Abstract & Grid, VFX & Particles. Default NoneIt fires on every pane, so pick a small effect.
Impact SparksFine sparks from the exact contact point.On/off, default off
Center Finale BurstOne burst when a ball reaches the centre, tinted with Wall Color.None or an effect from the same groups. Default SupernovaIt fires once per run, so a big effect is fine here.
Instant Impact DeathThe ball is destroyed on any glass hit, even if the glass does not break.On/off, default onTurn it off to let one ball chew through several panes.

Multiplier Gates

Gates are checkpoints along the track. A ball passing a gate is cloned by that gate's value, for example x3 turns one ball into three. Turn the switch in the header on to use them. The default track has five gates.

SettingWhat it doesRange / defaultTip
Multiplier Gates (switch)Turns the gates on.On/off, default on
Gate Visual SizeSize of the gate and of its trigger zone, so a bigger gate is easier to catch.10 to 40, step 2, default 20
Pulse Wave SpeedHow fast the gate's idle pulse breathes. Looks only.0.2 to 3, default 1.0
Sequential SpawnReleases clones one by one once the gate is clear, so they never overlap.On/off, default on
Spawn Spacing (ball widths)Gap kept between clones. Shown while Sequential Spawn is on.1 to 5, default 1.5
Gate Border colorGate ring colour.Default green (#22C55E)It must stand out against both the rails and the glass.
Gate Placement: x valueEach gate's multiplier.1 to 50A big multiplier deep in the spiral floods a late run with balls.
Gate Placement: position sliderWhere the gate sits, from the outer entrance (0%) to the centre (100%).0 to 100%
Remove this gate (bin icon)Deletes a gate.
Add GateButton. Adds an x2 gate at 50%.
Sound Per GateLets each gate play its own sound, with a sound picker and a preview button under each gate. "Same as all gates" uses the shared Multiplier Gate sound.On/off, default off

Technical parameters

  • Default gates: x2 at 6%, x2 at 22%, x3 at 40%, x3 at 60%, x4 at 80%. Changing a gate's value or position restarts the run, because the gates are part of the track.

Respawn Systems and Completion Sequence

Respawn Systems decides what happens after a wave of balls dies. Completion Sequence is the finale when a ball reaches the centre. Each has a switch in its header.

SettingWhat it doesRange / defaultTip
Respawn Systems (switch)Launches a new wave after the last ball dies.On/off, default on
Respawn Delay (sec)Pause before the next wave.0.5 to 5 on the slider, default 0.2Too short and viewers do not see that the last wave ended.
Balls per WaveBalls launched together each wave, including the very first launch.1 to 10, default 4More balls break glass faster, so pair with tougher glass.
Spawn Stagger (sec)Delay between the balls of one wave, so they enter in single file.0 to 2, step 0.05, default 0.3
Infinite RespawnsKeeps launching waves until the centre is reached.On/off, default on
Max Spawns CountHow many waves you get. Shown only while Infinite Respawns is off.1 to 50, default 5
Completion Sequence (switch)Collapses the spiral when a ball reaches the centre.On/off, default on
Collapse Blast ForceHow hard the rail pieces are thrown outward.1 to 30, default 12
Total Collapse PiecesHow many pieces the spiral breaks into.50 to 300, step 10, default 150More pieces is a richer shatter and a heavier frame.
Piece Gravity PullDownward pull on the pieces.0 to 2, default 0.4
Sequence Time (sec)How long the pieces stay on screen. This is your payoff shot.1 to 10, step 0.5, default 3
Post-Break Delay (sec)How long the finished frame holds before the run restarts. Needs Respawn Systems on.0.5 to 5, step 0.5, default 1
Camera ShakeScreen shake on the centre break, multiplied by the global shake intensity. 0 turns it off.0 to 40, step 2, default 15

Spiral Sounds

Per-event sounds for Breaker. Turn the switch in the header on to use them. These sounds replace the global audio only in Breaker: switch to another mode and the global settings are used again.

SettingWhat it doesOptions / default
Spiral Sounds (switch)Uses the sounds below instead of the global audio.On/off, default off
Bounce SourceWhat a wall bounce plays.Sound Effect, Melody / MIDI, Sliced Song, Silent. Default Sound Effect
Bounce EffectSound Effect only. The bounce sound. Left blank, the global ball sound is used.Default blank
Bounce MelodyMelody / MIDI only. Steps through a MIDI or built-in melody, one note per bounce.Default: the global melody
Bounce SongSliced Song only. An uploaded song, cut into pieces. Songs you upload in the Audio tab appear here.
Slice length (s), Auto-Slice, Whole SongShown once a song is picked. Auto-Slice cuts the whole song into even pieces of the chosen length. Whole Song clears the slices. The count of slices is shown.Slice length 0.1 to 5, default 0.5
Glass CrackGlass damaged but not broken.Default Pop
Glass ShatterGlass breaks through.Default Glass-Break
Multiplier GateA ball passes a gate. Also the sound for any gate left on "Same as all gates".Default Digital-Beep
Center Break (Primary)First of two sounds when a ball reaches the centre.Default Thunder
Center Break (Secondary)Layered on the primary at the same moment.Default Explosion

Tip

  • Bounces are frequent. Silent is a real option here, so the glass breaks are what the viewer hears.
  • Keep Glass Shatter louder and brighter than Glass Crack so the two events are easy to tell apart.

Common Problems

What to check when Breaker misbehaves.

ProblemWhy it happensFix
Balls jam in the channelChannel Gap is too narrow for the ball.Raise Channel Gap or lower the ball size.
The ball looks like it slides over the spiralConstant Speed with Track Drive steers it.Turn Natural Physics on.
Balls stall partway downWall Friction too low, or glass too tough.Raise Wall Friction toward 0.99, lower Glass Durability.
The run ends in one hitMax Shatter Per Hit or Crack Spread Width too high.Lower Max Shatter Per Hit below 100 and Crack Spread Width below 0.3.
Preview slows during heavy breakingToo many shards or glass cells.Lower Active Limit Count and Shards per Break, or use Break Style: Panel.
Track Drive is greyed outNatural Physics is on.Turn Natural Physics off to use it.
The gate I placed moved the whole run back to the startGates are part of the track, so changing one restarts the run.Expected. Place gates first, then watch.

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