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.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Bounces to Finish | How many bounces the run lasts. The last one clears the tower. | 1 to 12, default 6 | Each extra bounce makes the run noticeably longer. |
| Glasses on First Bounce | How many plates the first bounce breaks. | 1 to 32, default 2 | |
| Growth Factor | How much the count grows on each bounce. 2 doubles it. | 1 to 4, step 0.25, default 2 | At 1 every bounce breaks the same number. |
| Max Glasses / Bounce | A ceiling on how many plates one bounce can break. | 2 to 1024, default 512 | |
| Glass Thickness | Height of each plate. | 4 to 60, default 18 | |
| Gap Between Glasses | Space between plates. | 0 to 20, default 2 | |
| Top Margin, Bottom Margin | Empty space above and below the stack. | 20 to 500, defaults 150 and 120 | |
| Glass color mode | Fixed color, Gradient down the stack, three Palette styles, Rainbow across the stack, Rainbow (animated) or RGB cycle. | Default Fixed color | A gradient or a palette gives the descent a visible sense of depth. |
| Glass Opacity, Glass Shine | How see-through the plates are, and the glare across them. | Defaults 0.5 and 0.6 | |
| Outline color, Outline Width, Glass glow | The 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.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Gravity | How fast the ball falls. | 0.05 to 1.5, default 0.35 | Higher gravity makes a faster, shorter run. |
| Rebound Bounciness | The smallest bounce the ball keeps after it hits a plate. | 0.2 to 1, default 0.72 | |
| Initial Speed, Launch Angle | How hard and at what angle the ball starts. | Defaults 6 and 18 degrees | |
| Random launch | Tilts the start left or right by a random amount each run. | On/off, default on | The same seed always gives the same launch. |
| Max Speed | The top speed while falling. A rebound may go faster so it can reach the top. | 10 to 120, default 46 | |
| Smash Slowdown | How much each plate slows the ball as it breaks through. | 0 to 0.5, default 0.12 | At 0 the ball blasts through without a stutter. |
| Bounce Height Scale | How high each rebound goes. 1 returns the ball to its starting height. | 0 to 2, default 1 | Keep it near 1. Far off it the ball falls short of the top or hits the ceiling. |
| Tower Width | Width of the rectangle. | 300 to 1600, default 720 | |
| Wall Inset, Wall Bounciness | How 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 glow | The 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.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Fragments / Glass | How many pieces each plate breaks into. | 3 to 60, default 16 | |
| Impact Focus | How much finer the pieces are near the hit than far from it. | 0.5 to 5, default 2.2 | |
| Blast Energy, Impact Boost | How hard the pieces fly out, and how much harder near the hit. | Defaults 6 and 1.9 | |
| Edge Jaggedness | How rough the broken edges are. | 0 to 1, default 0.5 | |
| Shard Gravity, Shard Lifetime | How fast pieces fall and how long they last. | Defaults 0.55 and 1.6 seconds | |
| Max Live Shards | How many pieces can be on screen at once. The oldest go first. | 200 to 5000, default 2200 | Lower it if a phone struggles on very large bounces. |
| Shelf Break Shake, Shelf break effect | Screen shake and the burst on each rebound. | Defaults 5 and Shatter | |
| Completion effect, Completion Shake | The 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.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Ball Screen Position | Where the ball sits on screen. 0 is the top, 1 the bottom. | 0.1 to 0.9, default 0.5 | |
| Camera Smoothness | How closely the camera keeps up. Lower is floatier. | 0.02 to 0.5, default 0.22 | |
| Death Zone Margin | How 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 counter | A live number on screen: Glasses broken, Glasses remaining or Bounces. | On/off, default off | Glasses broken climbing fast is a strong hook. |
| Default break sound | The sound every plate makes when global audio is in use. | Default Glass-Break | |
| Override global audio | Its 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 off | Glass break on MIDI / melody plays the song one note per plate. |
Recommended Setups
A good Glass Tower clip escalates fast and ends before the viewer scrolls.
| Goal | Settings to use |
|---|---|
| Classic doubling | Defaults. 6 bounces, 2 glasses first, Growth Factor 2. |
| Short and punchy | Bounces to Finish 4 or 5, Gravity 0.5. |
| A tower with depth | Glass color mode Gradient down the stack, or Palette (color per bounce). |
| Satisfying sound | Override global audio on, Glass break on MIDI / melody. |
| Show the numbers | Show counter on, Counts Glasses broken. |
Common Problems
What to check when Glass Tower misbehaves.
| Problem | Why it happens | Fix |
|---|---|---|
| The run is longer than the video | More 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 top | Bounce Height Scale is below 1. | Set Bounce Height Scale to 1. |
| Debris vanishes mid-air | More pieces than Max Live Shards, so the oldest go. | Raise Max Live Shards or lower Fragments / Glass. |
| The ball barely moves sideways | Random launch is off and Launch Angle is low. | Turn Random launch on or raise Launch Angle. |
| The video stutters on a phone | Thousands of pieces on screen at once. | Lower Max Live Shards and Fragments / Glass. |
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