RayFire Recorder

RayFire Recorder can record it's children simulation animation into animation clip in Editor mode and then play this animation in Play Mode
	
	Main

Mode: Defines component active mode.
·	None: Component is disabled. 
·	Record: Component will record it's children animation in animation clip.
·	Play: Component will playback defined animation clip for it's children. If mode set to Play and you start Play Mode but animation clip and animator controller were not defined then mode will be set to None.

	Record Properties

Record On Start: Recorder will automatically start recording animation at Start. If Record On Start is disabled then you will be able to start recording animation using Start Record button on top of UI.

Clip Name: Defines base name for animation clip and controller. After animation recorded new animation clip and controller will be created in Asset/RayFireRecords folder. After that you can move these asset files in any folder you need.

Duration: Defines duration for animation recording in seconds. You can stop recording using Stop Record button on top of UI if needed.

Rate: Defines amount of keys per second for every animation track in recorded animation clip.

Reduce Keys: Allows to remove unneeded keys to optimize animation clip and reduce it's size. 

Threshold: Defines difference threshold between keys, key will be removed if difference is less than Threshold value. Zero value means that Threshold is turned off and only the same keys will be removed.
	
	Playback Properties

Play On Start: Recorder will automatically start play animation at Start. If Play On Start is disabled then you will be able to start playing animation using Start Play button on top of UI. 

Animation Clip: Animation clip which was created in Record mode.

Controller: Runtime Animator Controller which was created in Record mode

	Rigid Playback

Set To Kinematic: If recorded object has Rigid component it will be set to Kinematic at start so it won't be simulated as dynamic object again but will affect other dynamic objects in scene. It is also possible to activate such object at some point to make them dynamic again.