RayFire Activator

It's main purpose is Activation (making dynamic object affected by Gravity) of Rigid objects with  Inactive or Kinematik simulation type. Object which is going to be activated using Activator should have Enabled By Activator checkbox in Rigid's Activation properties.

	Components

Rigid: Allows activator to activate objects with Rigid component. 

RigidRoot: Allows activator to activate shards of RigidRoot component. 

	Gizmo
https://youtu.be/geA2VIKsZus

Type: Defines gizmo which will be used to create collider to activate objects.
·	Sphere: Show Sphere gizmo. 
·	Box: Show Box gizmo.
·	Collider: Collider which is already applied to object with Activator will be used for activation.

Radius: Defines size of Sphere gizmo.

Size: Defines size of Box gizmo.

Show: Show gizmo which will be used to create collider to activate objects. 

	Activation
https://youtu.be/9rnIFXpeUP4

Type: Define when object will be activated.
·	On Trigger Enter: Object will be activated when Activator trigger collider will enter object's collider.
·	On Trigger Exit: Object will be activated when Activator trigger collider will exit object's collider.
·	On Collision: Object will be activated when Activator collider will collide with object's collider.

Delay: Activation Delay in seconds.

Demolish Cluster: Allows to demolish Connected Cluster and detach it's shards into separate objects. 

	Force
Apply: Allows to apply position and angular velocity to activated objects.

Local Space: Position Velocity will be applied in Activator local space.

Velocity: Position Velocity which will be applied to activated object.

Spin: Angular Velocity which will be applied to activated object.

Mode: Force mode which will be used to apply velocity. 

	Animation
https://youtu.be/_B2CGIF8TJ8

Using Animation properties you can setup simple animation for object with Activator without using Animator and Animation Clips. Object will be animated over position list, in most cases it is enough to activate a group of objects.

Show Animation: Reveals Animation properties in user interface.

Duration: Total duration in seconds which will take whole animation over Position List.

Scale Animation: Allows to animate scale of Activator gizmo. For instance, value 5 means that at the end of animation gizmo's scale will be 5 times bigger. With this property you can start activate a group of objects in all directions from the point where activation started.

Position Animation: Defines the source of animation path.

•	By Global Position List: Use Position list of Vector3 points in global world space. Object will be animated from one point to another starting from the first point.
•	By Static Line: Use predefined Line. Path will be cached at start.
•	By Dynamic Line: Use predefined Line. Path will be calculated at every frame by Line
•	By Local Position List: Use Position list of Vector3 points in local space. Object will be animated from it's current position.

Line: Line which will be used as animation path.

Position List: List of Vector3 points in global space. Object will be animated from one point to another starting from the first point in list.

Add: Add current object position in Position List which will be used as animation path.

Remove: Remove last position from Position List.

Clear All: Clear Position List.

	Public Methods

Animation can be triggered by public method:
public void TriggerAnimation()

stopped by :
public void StopAnimation()

and reset by:
public void ResetAnimation()