RayFire Debris

RayFire Debris component creates debris using native Unity particle system and predefined debris reference.  You can create debris on object Demolition, Activation and on gun shooting Impact. Debris component should be used only as addition to Rigid component. If Rigid component Object type set to Mesh Root it will copy Debris component to every child as well.
	
	Emit Debris
https://youtu.be/kIsH_1TTcdU

On Demolition: Demolished object fragments will emit debris.

On Activation: Activated object will emit debris.

On Impact: Object will emit debris at the psotion when it was shot by RayFire Gun component.

	Main
https://youtu.be/mvCf5YLed-w
	
Debris Reference: Object which will provide it's MeshFilter's mesh and Material as debris reference. You can define as Debris Reference empty root with several gameobjects and for every Debris particle system will be picked random gameobject as debris reference.

Debris Material: By default it will apply Debris reference material but you can override this material by manually defining Debris Material using this field.

Emission Material: By default particle system will emit debris over whole object surface. You can define specific surface to emit debris using this Emission material field.

	Properties

	Emission
https://youtu.be/kCEP-UxM6IM

	Burst

Burst Type: Defines how total amount of burst particles for every particle system will be calculated. 
·	None: Object won't produce Burst particles, only Distance particles will be emitted.
·	Total Amount: Burst Amount property value will be shared among all fragments. For instance, if Burst Amount value set to 100 and object was demolished to 5 fragments every fragment will emit 20 particles.
·	Per One Unity Size: Every fragment will emit burst particles accordingly to it's size measured by distance between Bounding Box Min and Max corners. For instance, if Burst Amount value set to 15 and object has size equal to 2 units it will emit 30 particle.
·	Fragment Amount: Every fragment will emit particles equal to Burst Amount value.

Burst Amount: Value which used by Burst Type to calculate final amount of particles which every object should emit.

	Distance

Distance Rate: Defines amount of particles which should be emitted over one unit distance if object with particle system moves.

Duration: Defines duration of particles emitting by distance.

	Lifetime

Life Min: Defines minimum time of particle system existence. Final life time will be in range between Min and Max values.

Life Max: Defines maximum time of particle system existence. 

	Size

Size Min: Defines minimum size of particle. Final size will be in range between Min and Max values.

Size Max: Defines maximum size of particle. 

	Dynamic
https://youtu.be/SHaJdsnciCo

	Speed

Speed Min: Defines minimum initial speed of particle. Final speed will be in range between Min and Max values.

Speed Max: Defines maximum initial speed of particle. 

	Inherit Velocity

Inherited velocity allows to add velocity of emitter object to initial particle velocity. 

Velocity Min: Defines minimum velocity multiplier of particle. Final inherited velocity multiplier will be in range between Min and Max values.

Velocity Max: Defines maximum velocity multiplier of particle. 
	
	Gravity Modifier

Gravity Min: Defines minimum gravity for particle system. Final gravity will be in range between Min and Max values.

Gravity Max: Defines maximum gravity for particle system.
	
	Rotation

Rotation Speed: Defines particle rotation speed.

	Noise
Noise allows to add some turbulent move in particle velocity.
https://youtu.be/jlJ_NrufFGU

	Main

Enabled: Enables Noise.

Quality: Defines quality for Noise. 

	Strength

Strength Min: Defines minimum Noise strength for particle. Final Noise strength will be in range between Min and Max values.

Strength Max: Defines maximum Noise strength for particle. 
	
	Other

Frequency: Defines how frequent will be turbulence.

	Collision
https://youtu.be/vWAgUohJ-zc

	Common

Collides with: Defines how total amount of burst particles for every particle system will be calculated. 
·	Everything: Object won't produce Burst particles, only Distance particles will be emitted.
·	Nothing: property value will be shared among all fragments. For instance, if 

Quality: Defines how total amount of burst particles for every particle system will be 
·	High: Object won't produce Burst particles, only Distance particles will be emitted.
·	Medium: property value will be shared among all fragments. For instance, if 
·	Low: property value will be shared among all fragments. For instance, if 

Radius Scale: Collision sphere radius multiplier.
	
	Dampen

Dampen Type: Defines particle dampen. 
·	By Physical Material: Particle will get dampen by physical material friction that defined in collider of object which generated this particle system.
·	By Properties: Particle will get dampen by Dampen Max and Min properties.

Dampen Max: Defines minimum dampen value for particle. Final dampen will be in range between Min and Max values.

Dampen Max: Defines maximum dampen for particle. 
	
	Bounce

Bounce Type: Defines particle bounce. 
·	By Physical Material: Particle will get bounce by physical material that defined in collider of object which generated this particle system.
·	By Properties: Particle will get bounce by Bounce Max and Min properties.

Bounce Max: Defines minimum bounce value for particle. Final bounce will be in range between Min and Max values.

Bounce Max: Defines maximum  bounce value for particle. 
	
	Limitations
https://youtu.be/6QsbwvpMX4E

	Particle system

Min Particles: Defines minimum amount of particles for particle system. If final amount of particles will be less than this value then particle system will not be created.

Max Particles: Defines maximum amount of particles for particle system. If final amount of particles will be higher than this values then particle system will be created but won't show more particles than Max Particles value.

	Fragments

Percentage: Defines amount of fragments in percentage which will generate particle system.

Size Threshold: Defines minimum size in units for object to create particle system. If object size is less than this values then it won't create particle system. Using this property you can exclude very small objects from particle generation. 
	
	Rendering
	
	Shadows

Cast Shadow: Enables shadow casting for particle debris.

Receive Shadow: Enables shadow receiving for particle debris .