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Glass Tower Mode

One ball smashes down a tower of glass plates, breaking twice as many on every bounce. Every control in Glass Tower Settings, explained. (Creator)

What Glass Tower Does

Glass Tower drops one ball into a tall rectangle packed with identical glass plates. The ball breaks a few plates, rebounds all the way back to where it started, then falls again and breaks more. Each bounce breaks more plates than the last: 2, then 4, then 8, then 16 with the default settings. The last bounce takes out everything that is left, and the run ends with a finale.

Every plate is the same. What grows is how many the ball breaks before it rebounds, so each fall is longer than the one before and the camera follows the ball all the way down. The tower is sized so the last bounce clears it exactly. With the default settings a run takes about 13 seconds.

Tip

  • The rebound always returns the ball to its starting height, so the descent gets longer every time. That growing fall is what holds the viewer.
  • Every plate plays a break sound, so a deep bounce sounds like a rapid shatter rather than one bang.

Plans, Panels and Basics

Glass Tower Settings is one panel on the Engine tab and needs Creator. Anyone can open Glass Tower, watch it and record it on its default settings. Changing a setting that shapes the tower (its width, the number of bounces, the plate size) restarts the run.

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: Bounces to finish (1 to 7), Glasses on first bounce (1 to 4), Growth per bounce (1 to 2), Gravity (0.2 to 1.5) and Glass colours. Those ranges keep every run short enough for a Short. The Engine section allows more.

Glass Stack

How many plates break on each bounce, and how they look.

SettingWhat it doesRange / defaultTip
Bounces to FinishHow many bounces the run lasts. The last one clears the tower.1 to 12, default 6Each extra bounce makes the run noticeably longer.
Glasses on First BounceHow many plates the first bounce breaks.1 to 32, default 2
Growth FactorHow much the count grows on each bounce. 2 doubles it.1 to 4, step 0.25, default 2At 1 every bounce breaks the same number.
Max Glasses / BounceA ceiling on how many plates one bounce can break.2 to 1024, default 512
Glass ThicknessHeight of each plate.4 to 60, default 18
Gap Between GlassesSpace between plates.0 to 20, default 2
Top Margin, Bottom MarginEmpty space above and below the stack.20 to 500, defaults 150 and 120
Glass color modeFixed color, Gradient down the stack, three Palette styles, Rainbow across the stack, Rainbow (animated) or RGB cycle.Default Fixed colorA gradient or a palette gives the descent a visible sense of depth.
Glass Opacity, Glass ShineHow see-through the plates are, and the glare across them.Defaults 0.5 and 0.6
Outline color, Outline Width, Glass glowThe edge line and the soft glow on every plate.Defaults white, 1.5, glow on

Ball, Walls and Tower

How the ball moves and the box it moves in.

SettingWhat it doesRange / defaultTip
GravityHow fast the ball falls.0.05 to 1.5, default 0.35Higher gravity makes a faster, shorter run.
Rebound BouncinessThe smallest bounce the ball keeps after it hits a plate.0.2 to 1, default 0.72
Initial Speed, Launch AngleHow hard and at what angle the ball starts.Defaults 6 and 18 degrees
Random launchTilts the start left or right by a random amount each run.On/off, default onThe same seed always gives the same launch.
Max SpeedThe top speed while falling. A rebound may go faster so it can reach the top.10 to 120, default 46
Smash SlowdownHow much each plate slows the ball as it breaks through.0 to 0.5, default 0.12At 0 the ball blasts through without a stutter.
Bounce Height ScaleHow high each rebound goes. 1 returns the ball to its starting height.0 to 2, default 1Keep it near 1. Far off it the ball falls short of the top or hits the ceiling.
Tower WidthWidth of the rectangle.300 to 1600, default 720
Wall Inset, Wall BouncinessHow far the side walls sit inside the rectangle, and how springy they are.Defaults 0 and 0.9
Show border, Border color, Border Thickness, Border glowThe outline of the rectangle.Defaults on, light blue, 8, glow on

Shatter, Effects and Finale

What a broken plate turns into, and how the run ends.

SettingWhat it doesRange / defaultTip
Fragments / GlassHow many pieces each plate breaks into.3 to 60, default 16
Impact FocusHow much finer the pieces are near the hit than far from it.0.5 to 5, default 2.2
Blast Energy, Impact BoostHow hard the pieces fly out, and how much harder near the hit.Defaults 6 and 1.9
Edge JaggednessHow rough the broken edges are.0 to 1, default 0.5
Shard Gravity, Shard LifetimeHow fast pieces fall and how long they last.Defaults 0.55 and 1.6 seconds
Max Live ShardsHow many pieces can be on screen at once. The oldest go first.200 to 5000, default 2200Lower it if a phone struggles on very large bounces.
Shelf Break Shake, Shelf break effectScreen shake and the burst on each rebound.Defaults 5 and Shatter
Completion effect, Completion ShakeThe finale when the last plate breaks.Defaults Supernova and 16
Auto reset & loop, Reset Delay (sec)Starts a new run after the finale.Default on, 2 seconds

Camera, Counter and Audio

The camera always follows the ball down the tower.

SettingWhat it doesRange / defaultTip
Ball Screen PositionWhere the ball sits on screen. 0 is the top, 1 the bottom.0.1 to 0.9, default 0.5
Camera SmoothnessHow closely the camera keeps up. Lower is floatier.0.02 to 0.5, default 0.22
Death Zone MarginHow close to the top or bottom edge the ball may get before the camera catches up at once.0.02 to 0.45, default 0.3
Show counterA live number on screen: Glasses broken, Glasses remaining or Bounces.On/off, default offGlasses broken climbing fast is a strong hook.
Default break soundThe sound every plate makes when global audio is in use.Default Glass-Break
Override global audioIts own sounds for Wall bounce, Glass break and Finale (all glass broken). Each has a Source: Sound effect / upload, MIDI / melody, or Sliced song.On/off, default offGlass break on MIDI / melody plays the song one note per plate.

Common Problems

What to check when Glass Tower misbehaves.

ProblemWhy it happensFix
The run is longer than the videoMore bounces, more glasses on the first bounce and more growth all make the tower taller.Lower Bounces to Finish or Growth Factor, or raise Gravity.
The ball falls short of the topBounce Height Scale is below 1.Set Bounce Height Scale to 1.
Debris vanishes mid-airMore pieces than Max Live Shards, so the oldest go.Raise Max Live Shards or lower Fragments / Glass.
The ball barely moves sidewaysRandom launch is off and Launch Angle is low.Turn Random launch on or raise Launch Angle.
The video stutters on a phoneThousands of pieces on screen at once.Lower Max Live Shards and Fragments / Glass.

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