How to slice Mesh object in runtime

1.	Create Cylinder, this will be the cylinder which will slice. 

2.	Set its name to "Pillar", set its position to [0,5.5,0] and scale to [1,5,1]

3.	Destroy it’s default Capsule collider.

4.	Create Quad, this will be our slicing object.

5.	Set its name to "Blade", position to [2,8,0], rotation to [50,90,90] and scale to [1,6,1]

6.	Destroy it’s default Mesh collider.

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

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

9.	Add RayFire Rigid component to Pillar. Only objects with Rigid component can be sliced.

10.	Set Initialization to At Start.

11.	Set Demolition Type to Runtime.

12.	In Limitations properties set Solidity to 0.5 and enable Slice By Blade, otherwise it won’t be possible to slice this object.

13.	Add RayFire Blade component to the Blade object.

14.	Set Action to Slice.

15.	Set On Trigger to Exit.

16.	Set Slice Plane to XY.

17.	Start Play Mode.

18.	Enable Move Tool, select Blade object and set Tool Handle in Local mode.

19.	Move the Blade object by it’s Red axis toward Pillar and pass it through.

Pillar will be sliced. Top part will fall down, but if you try to manually slice the bottom part in the same way it won’t be sliced. This is because your Depth property in Limitation properties set to 1. It means that objects can be demolished or sliced just once.

20.	Turn Off Play Mode, select Pillar and in Limitations properties set Depth to 2. 

Now every fragment which you will get after a slice will be possible to slice again. If you want to make slicing infinite just set Depth to 0.

21.	Start Play Mode, and move Blade object through Pillar again. 

	Pillar will be sliced and the top piece will start to fall down. After collision with ground it may be demolished in Runtime because it’s Depth allows it to be demolished or sliced again. To prevent collision demolition increase Solidity property for Pillar. 
	If the top piece will touch Blade again it could be sliced again. To prevent such quick secondary slices or demolition you can increase Time property in Limitations. This property defines “safe” time for all new fragments after their “birth”. Value 2 means that during two seconds after it’s birth it won’t be possible to Slice or Demolish it.

	Let's say you want to slice an object without passing it through.

22.	Turn Off Play Mode.

23.	Select Blade object.

24.	In Targets properties click on Plus button to create gameobject Target field.

25.	Drag and drop Pillar object from Hierarchy window to Target field in Blade component.

26.	Start Play Mode and click on Slice button on top of Blade component or use public SliceTarget() method

		Pillar will be sliced over Blade's XY plane.