How to activate Inactive objects 
with Activator

1.	Create Cube, this will be a ground cube which will be used for collision.

2.	Set its name to "Ground", position to [0,0,0] and scale to [15,1,10]

3.	Create another Cube. 

4.	Set its name to "Floor", position to [0,5,0] and scale to [8,0.2,4]

5.	Add RayFire Shatter to the Floor object, in Voronoi properties set Amount to 300 and click the Fragment button. New object Floor_root will be created.

6.	Destroy or Deactivate Floor object, we won’t need it anymore.

7.	Add RayFire Rigid to the Floor_root object and set Initialization to At Start.

8.	Set Simulation type to Inactive. 

9.	Set Object type to Mesh Root.

10.	Create a new empty Gameobject. This will be the object which will be used to activate Inactive fragments.

11.	Set its name to “Activator” and position to [6,5,0]

12.	Add RayFire Activator component to Activator object.

13.	Set Gizmo Type to Sphere and Radius to 1. All fragments which will be overlapped by this gizmo will be activated.

	In order to activate Floor fragments we need to enable Activator activation in the Rigid component.

14.	Select Floor_root object and in Rigid component Activation properties enable Activator property.

15.	Start Play Mode. 

16.	Select the Activator object and start moving it over it’s X axis towards Floor_root and pass it through.

	While you will move the Activator you will see that it activates all fragments inside it’s gizmo and they start to fall down. 
	In some cases you can add the RayFire Activator component to already animated or moving objects. But in some cases you may need just the simplest Activator move to trigger activation of a group of fragments.

17.	Turn Off Play Mode. 

18.	Select Activator, in Animation properties enable Show Animation checkbox, set Position Animation to By Global Position List and Duration to 5 seconds.

19.	Click on the Add Position button on top of the Activator component UI. 

	Under the Add Position button you will see string “Positions: 1”, here you can see how many saved positions the Activator has. All saved positions are stored in the public Position List at the bottom of the Activator component UI.

20.	Move Activator to position [-6, 7, 0]

21.	Click on the Add Position button again to save second position.

22.	Move Activator object away to some random position.

23.	Start Play Mode. 

24.	Click on the Start button on top of the Activator component. 

	Activator will start moving from first position to second position. Whole animation will take 5 seconds. The same animation can be initiated by Activator public method TriggerAnimation(). 
	Notice that even though Activator was at some other position it started it’s animation from first position. If you want to initiate animation from Activator’s current position you need to set Position Animation to By Local Position List before you will start save positions.