RayFire Dust

RayFire Dust component creates dust using native Unity particle system and predefined dust material reference.  You can create dust on object Demolition, Activation and on gun shooting Impact. Dust component should be used only as addition to Rigid component. If Rigid component Object type set to Mesh Root it will copy Dust component to every child as well.
Dust componenet has a lot of similarities with Debris component and has no much video overviews, so you can check Debris video overviews to see how all preoperties affect to Dust behaviour.
	
	Emit Dust
https://youtu.be/vD3a9hhIMJE

On Demolition: Demolished object fragments will emit dust.

On Activation: Activated object will emit dust.

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

	Main
	
Opacity: Dust opacity.

Dust  Material: Material with texture which will be used for dust.

Dust  Materials list: List with Materials, every particle system will pick random material from this list..

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

	Properties

	Emission

	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 particles.
·	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. This value works as scale multiplier for debris reference.

Size Max: Defines maximum size of particle. 

	Dynamic

	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. 
	
	Rotation

Rotation Speed: Defines particle rotation speed.
	
	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.

	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

	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.

	Limitations

	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 particles.

Receive Shadow: Enables shadow receiving for particles.