GLOBAL x multiplies Actor values. Wyrm length is authored in the Actor Editor.
spawn rate
chaser speed
head-on speed
OWNER TEST LABCANARY ONLY
BOSS TEST
TENTACLE PHYSICS
tentacles
links
link gap
collar radius
collar spin
tip taper
root link HP
tip link HP
wave size
wave speed
gravity
rigidity
air drag
body follow
impact force
neighbor transfer
tip cooldown
PURSUIT / ATTACKS
decision min
decision max
breakaway chance
breakaway range
breakaway time
dive chance
dive time
volley shots
volley gap
volley spread
berserk chance
berserk time
flail area
BODY / PHASES
body HP
core threshold
hunter speed
hunter agility
hunter fire
core speed
core fire
DIAGNOSTICS
performance HUD
SCORE / PROGRESSIONCANARY AUTHORING
ENEMY POINTS
Gnat
Beetle
Hornet
Heavy
Wyrm section
Wyrm head chain
KILL CHAIN
Multiplier cap
Gain per kill
Opening window
Minimum window
Window half-life
Rescue fade
COMBAT TEXT
Total size
Score size
Multiplier size
Flash time
Fade rise
MILESTONE DROPS
Points per drop
+1 health weight
Drone weight
Gun weight
Plasma charge weight
Full health weight
Shield weight
1UP weight
Shield seconds
GUN UPGRADE CURVE
Stage 1 rate
Stage 2 rate
Stage 3 rate
Stage 1 damage ×
Stage 2 damage ×
Stage 3 damage ×
SAVE stores this balance for this build. Refresh discards an unsaved preview.
Shared Actor/VFX load failed.
Live gunship weapon and linked MAIN GUN FIRE effect values.
PROJECTILE
Fire rate (RPM)
Projectile speed
Projectile scale
Damage per shot
Full-cell fire time
Recharge time above clouds
MANUAL DRONE
Opposes local grid input; throttle never steers it. Each stage keeps one-damage rounds but adds cadence and coverage.
Stage 1 volleys / sec
Stage 2 volleys / sec
Stage 3 volleys / sec
Stage 1 volley width ×
Stage 2 volley width ×
Stage 3 volley width ×
Micro-input gain
Placement response
Input deadzone
SHOT & SCREEN MUZZLE ART
Projectile head size
Projectile intensity
Screen muzzle size
Screen muzzle intensity
MUZZLE PLASMA FLUID
Droplets per shot
Droplet size
Visible time
Glow intensity
Launch impulse
Downward impulse
ADVANCED MOTION
Launch spread
Gravity
Air drag
AUTOCANNON TRAIL
Trail length
Trail width
Trail intensity
HDR trail halo
Trail fade
Atmospheric drag
Lifetime (seconds)
Drag delay (seconds)
SHOT RECOIL
Recoil ramp delay
Kick duration (frames)
First-shot kick
Maximum kick
EMPTY ENERGY RESPONSE
Camera shake
Shake fade (seconds)
Linked PLASMA CHARGE and PLASMA BLAST effect values.
CHARGE TIMING
Energy cost / discharge
Full charge time
Stage 1 time
Stage 2 time
Hold shake ramp
CHARGE CAMERA
Charge zoom
Maximum focus
Full-charge zoom
Charge shake
MAGNETIC FIELD
Pole spacing
Arc height
Loop width
Corner roundness
Line width
Trace density
Glow intensity
Pulse speed
Pole size
Center fade
BLAST PROJECTILE
Stage 1 speed
Stage 2 speed
Stage 3 speed
Stage 1 damage
Stage 2 damage
Stage 3 damage
Lifetime (seconds)
Plasma body size
Green body stretch
White-hot core size
Core front bias
White core brightness
Outer glow size
Outer glow stretch
Outer glow brightness
Green body brightness
Body / glow noise
Body noise scale
Fluid jitter speed
RELEASE RESPONSE
White flash frames
Half flash frames
Kick duration
Kick distance
Snap-back response
Rubber-band time
Rubber-band frequency
Rubber-band zoom
Rubber-band travel
PLASMA TRAIL
Base trail length
Per-stage length
Length growth / second
Maximum growth
Base trail width
Per-stage width
Trail halo scale
Trail fade (seconds)
Atmospheric drag
Wake turbulence carry
Trail opacity
Smoke width expansion
Tail fade softness
Trail wave amplitude
Trail wave frequency
Old-tail compression
Noise age curve
General render cost and scene visibility. Motion blur is the largest layer cost.
DISPLAY
Target frame rate
Scene brightness
Foreground fly-bys
Local impact light
MOTION BLUR
Blur amount
Blur sample quality
Live controls for the gunship's linked FLIGHT TRAILS VFX. The top ribbon and halo render behind the ship; the bottom pair render in front.
Shared Actor/VFX load failed.
JET RIBBONS
Trail length
Trail width
Pair spacing
Glow intensity
Follow lag
Rigidity
Opacity falloff
Afterburner trigger
Afterburner length x
Afterburner width x
Afterburner glow x
TOP / REAR ROOT HALO
Length
Width
Brightness
Pulse rate
Pulse variation
Pulse phase
BOTTOM / FRONT ROOT HALO
Length
Width
Brightness
Pulse rate
Pulse variation
Pulse phase
VAPOR WALL / BREAKTHROUGH
Camera vibration
Pressure wall
Pre-wall lead
Slow breakthrough
Throttle punch needed
Pressure-wall creep
Energy drain at max
Handling at max
Barrier reset margin
Cone length
Cone width
Rear brightness
Front brightness
Nose alignment
Burst lifetime
Burst expansion
Air rip-back
Size instability
Position jitter px
Dropout / flicker
Flicker Hz
THRUST RESPONSE
Pre-barrier response
Breakthrough response
Throttle release
Speed rigidity
Acceleration rigidity
Max-burn rigidity
Max-burn wind delay
Wind fade-in
WINGTIP AIR TRAILS / GLIDE
Base width
Speed width
Base opacity
Speed opacity
Maximum opacity
Trail density
Appear response
Fade response
Glide trigger
Minimum speed
Turbulence
Noise frequency
Variation rate
Variation amount
Live enemy/Wyrm impacts, Wyrm death, and body-debris tuning. Linked explosion values save back to the shared VFX record.
Shared Actor/VFX load failed.
ENEMY + WYRM IMPACT
Particle amount
Particle size
Visible time
Forward impulse
Impact spread
ADVANCED
Blood mix
Gravity
Air drag
WYRM EXPLOSION
No Wyrm death VFX is linked.
Playback speed
Animation FPS
Explosion size
Master opacity
Additive glow
HDR intensity
Chain variation
GIBLETS & BODY PARTS
Amount multiplier
Body-part size
Spread impulse
Visible time
ADVANCED
Motion variation
Upward lift
Gravity
Air drag
Tune each creature's attack force, death burst, and recognizable body parts directly in the current gameplay location. SAVE publishes these values as production defaults.
CREATURE PROFILE
Enemy class
ATTACK RESPONSE
Charge time
Discharge recoil
DEATH EXPLOSION
Explosion size
Animation FPS
UNIQUE BODY PARTS
Amount
Part size
Spread impulse
Visible time
PHYSICS
Gravity
Air drag
Independent size and intensity for flashes projected into the two active cloud sheets.
CLOUD LIGHT MASTER
Master intensity
Master size
Edge softness
Full-bright frames
Fade frames
Rear cloud response
Front cloud response
FLASH PRIORITY MIX
Death explosion intensity
Death explosion size
Hit impact intensity
Hit impact size
Plasma intensity
Plasma size
Muzzle intensity
Muzzle size
Autocannon intensity
Autocannon size
Enemy shot intensity
Enemy shot size
FRAMING
horizon lock
dynamic camera
flight lead
speed zoom
camera response
horizon follow
field of view
GUNFIRE / EMPTY CELL
PLASMA CAMERA
AFTERBURNER CAMERA
SHAKE TESTS
INPUT ROUTINGSIMULATION PAUSED
pitch +0.00 yaw +0.00 roll +0.00
x +0.00 y +0.00 throttle +0.00
Assign any phone axis to each function. Curve 1 is linear; higher values soften the center. Response controls how quickly the command catches your hand.
SHIP HORIZONTAL · GRID ONLY
axis
invert
sensitivity
curve
response
SHIP VERTICAL · GRID ONLY
axis
invert
sensitivity
curve
response
WORLD THROTTLE · SCENE SCROLL
axis
invert
sensitivity
curve
response
cruise speed
forward max
reverse max
SENSOR RANGE + GRID MOTION
auto recal
When enabled, waits 2.5 seconds while held still near neutral, then gently removes drift. Use RECAL for a new grip.