RayFire for Unity 1.15
Documentation 

RayFire Cluster component

Clusters component can be used to create parent/child hierarchy in Editor mode which can be used for demolition in Play mode. Also clusters allows to simulate dynamic concave objects which is impossible to do for now (2018.3) in Unity with regular rigid bodies.

	Properties group

Type: Defines clustering algorithm.
•	By Point Cloud: Creates random Vector3 point cloud inside bounding box of all children meshes, and then create clusters based on this point cloud, every child sticks to closest point. This type allows to gather into one cluster objects with meshes which are not connected with each other.
•	By Shared Area: Creates clusters starting from biggest, not clustered yet mesh and then start add neighbour mesh with biggest shared area, then do it again. This type is good for objects just fragmented using Shatter component. In this way clusters looks more natural.

Depth: Defines how deep will go clustering. 
Seed: Random seed for all random values. 
Smooth Pass: Higher value smooth clusters and let them switch some fragments among each other to make border between clusters smoother.

	By Point Cloud group

Base Amount: Maximum amount child clusters. 
Depth Amount: Amount of shards in child clusters. 

Connectivity: Defines Connectivity algorithm for shards. 
•	By Bounding Box: Fast but not accurate. Check for connectivity using shard's bound boxes. Can be used with any kind of objects.
•	By Mesh: Slow but accurate. Check for connectivity using shard's mesh. Can be used only with fragments which shares same triangles (Voronoi, Slabs, Splinters and Radial fragmentation types).

	By Shared Area group

Minimum Amount: Minimum amount of shards in cluster. 
Maximum Amount: Maximum amount of shards in cluster. 

RayFire Gun component

https://www.youtube.com/watch?v=UstoNAaVav4

Using Gun component you can shoot objects, demolish them at Impact point, create Impact Flash, Particle Debris and Dust, dynamically push them and activate.

Single shot can be initiated by public method:
public void Shoot()

	Properties group

Axis: Defines local shooting axis of object with Gun component, in case Target is not defined.

Max Distance: Maximum distance to shoot.

Target: Transform component which will be used as target.

	Burst group

Rounds: Amount of shots during single burst.

Rate: Defines delay in seconds until next shot.

	Impact group

Strength: Defines strength of physical push which will get Impact target.

Radius: Defines radius in units around Impact point. Turned off when 0, in this case only Impact target will be pushed.

	Damage group

Damage: Defines damage value which will be applied to object with Rigid component.

	Impact particles group

Debris: Create particle debris in case of shot in object with Rigid component. Rigid component has to have Debris\On Impact property enabled.

Dust: Create particle dust in case of shot in object with Rigid component. Rigid component has to have Dust\On Impact property enabled.

	Impact flash group

Enable Impact Flash: Create object with Light component for a moment at Impact point.

Flash Strength: Defines Light's intensity.

Flash Range: Defines Light's range.

Flash Distance: Defines offset in units from Impact point.

Flash Color: Defines Light's color.

	Filters group

Tag: Gun will shoot only objects with picked Tag. You can pick only one Tag.

Layer: Gun will shoot only objects with defined layer. You can define several Layers.

===========================================================

RayFire Wind component

	Gizmo group

Gizmo Size: Defines size of Wind Gizmo. Wind force can be applied to dynamic objects only inside gizmo.

	Noise group

Global Scale: Defines Global Noise scale. The higher Global Scale make wind more chaotic and dense.

Length Scale: Defines Noise scale over Z (Wind direction) axis.

Width Scale: Defines Noise scale over X axis.

Speed: Defines speed of noise offset over Z (Wind direction) axis.

	Strength group

Minimum: Minimum strength applied to dynamic object at position where noise strength is 0.

Maximum: Maximum strength applied to dynamic object at position where noise strength 1.

Torque: Defines rolling torque strength for dynamic objects.

Force By Mass: Applies Wind strength to object by their mass.

	Direction group

Divirgency: Defines angle spread for wind direction

Turbulence: Defines how quickly Divergency is changing.

	Preview group

Preview Density: Defines amount of Strength and Direction preview helpers.

Preview Size: Defines size of Strength and Direction preview helpers.

	Filters group

Tag: Wind will affect only objects with picked Tag. You can pick only one Tag.

Layer: Wind will affect only objects with defined layer. You can define several Layers.

===========================================================

RayFire Vortex component

	Anchor points group

Top Anchor: Position of Top anchor point.
Bottom Anchor: Position of Bottom anchor point.

	Gizmo group

Top Radius: Radius in Units for Top anchor.
Bottom Radius: Radius in Units for Bottom anchor.

	Eye group

Eye: Size of inner eye hole in percents to radius.

	Strength group

Force By Mass: Applies Swirl strength by object's mass.
Stiffness: Defines how hard object will try to reach it's local position inside Vortex.
Swirl Strength: Defines swirl animation speed.

	Torque group

Enable Torque: Enables object spinning around it's center of mass. 
Torque Strength: Defines spinning speed.
Torque Variation: Defines Torque Strength variation.

	Height bias group

Enable height Bias Enables object height animation inside Vortex.
Bias Speed: Defines height animation speed.
Bias Spread: Defines how far object will be animated from it's default position.

	Seed group

Seed: Random seed for all random values. Affects on object's position in vortex, Swirl and Torque strength, etc.

	Preview group

Circles: Defines amount of gizmo preview circles for Vortex

	Filters group

Tag: Vortex will affect only objects with picked Tag. You can pick only one Tag.

Layer: Vortex will affect only objects with defined layer. You can define several Layers.

===========================================================

RayFire Snapshot component

https://www.youtube.com/watch?v=MDMwzzLndXQ

	Save properties group

Asset name: Asset file name.

Compress: Reduce asset size twice when On.

	Load properties group

Snapshot Asset: Asset file which will be loaded.

Size filter: Size filter to exclude loaded objects by size.