1,756 views
Description
This script will predict the tiles automatically so you can pass the bridge easily.
Features
- + Scan and reveal tiles
- + Clone safe tiles
- + Visual refresh rate
local Rayfield = loadstring(game:HttpGet('https://sirius.menu/rayfield'))()
-- Variables
local scanInterval = 5
local glassTiles = workspace:WaitForChild("GlassTiles")
local Window = Rayfield:CreateWindow({
Name = "Glass Bridge Visualizer",
LoadingTitle = "Core Logic Loading...",
LoadingSubtitle = "by Gemini",
ConfigurationSaving = { Enabled = false }
})
local MainTab = Window:CreateTab("Main Control")
-- 1. SCAN LOGIC (Visual Only)
local function performScan()
local goodCount = 0
local badCount = 0
for i = 0, 50 do
local folder = glassTiles:FindFirstChild(tostring(i))
if folder then
for _, name in ipairs({"Tile1", "Tile2"}) do
local tile = folder:FindFirstChild(name)
if tile then
-- Check for TouchInterest + minimum children to find the 'Good' tile
local isSecure = (tile:FindFirstChild("TouchInterest") ~= nil and #tile:GetChildren() >= 4)
-- Update appearance
tile.Color = isSecure and Color3.fromRGB(0, 255, 127) or Color3.fromRGB(196, 40, 28)
tile.Material = Enum.Material.Neon
if isSecure then goodCount = goodCount + 1 else badCount = badCount + 1 end
end
end
end
end
return goodCount, badCount
end
-- 2. CLONE SWAP LOGIC (Making it safe)
local function performPhysicalSwap()
local fixedCount = 0
for i = 0, 50 do
local folder = glassTiles:FindFirstChild(tostring(i))
if not folder then continue end
local t1 = folder:FindFirstChild("Tile1")
local t2 = folder:FindFirstChild("Tile2")
if not (t1 and t2) then continue end
-- Identify Source (Good) and Target (Bad)
local t1Secure = (t1:FindFirstChild("TouchInterest") ~= nil and #t1:GetChildren() >= 4)
local goodTile = t1Secure and t1 or t2
local badTile = (goodTile == t1) and t2 or t1
-- Only swap if the bad tile hasn't been fixed (checking if it's still Red)
if goodTile and badTile and badTile.Color == Color3.fromRGB(196, 40, 28) then
local targetCFrame = badTile.CFrame
local targetName = badTile.Name
local targetSize = badTile.Size
-- Delete the dangerous tile
badTile:Destroy()
task.wait() -- Small heartbeat to clear physics
-- Clone the safe one and put it in the same spot
local safeClone = goodTile:Clone()
safeClone.Name = targetName
safeClone.CFrame = targetCFrame
safeClone.Size = targetSize
safeClone.Parent = folder
-- Keep it red visually so you know which path was replaced
safeClone.Color = Color3.fromRGB(196, 40, 28)
safeClone.Material = Enum.Material.Neon
fixedCount = fixedCount + 1
end
end
Rayfield:Notify({Title = "Bridge Secured", Content = "Fixed " .. fixedCount .. " dangerous tiles!", Duration = 3})
end
-- UI Elements
MainTab:CreateButton({
Name = "Scan & Reveal Tiles",
Callback = function()
local g, b = performScan()
Rayfield:Notify({Title = "Scan Result", Content = "Green: "..g.." | Red: "..b, Duration = 3})
end,
})
MainTab:CreateButton({
Name = "Clone Safe Tiles (Physical Swap)",
Callback = function() performPhysicalSwap() end,
})
MainTab:CreateSlider({
Name = "Visual Refresh Rate",
Range = {1, 30},
Increment = 1,
CurrentValue = 5,
Callback = function(Value) scanInterval = Value end,
})
-- Continuous Background Color Refresh
task.spawn(function()
while true do
pcall(performScan)
task.wait(scanInterval)
end
end)
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