How to activate Inactive objects by Connectivity

1.	Create Sphere. This is the object which will collide with Inactive fragments and activate them by collision.

2.	Set its name to "Rock" and position to [0,10,0]

3.	Add RayFire Rigid component to Rock and set Initialization to At Start.

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

5.	Set its name to "Ground", position to [0,0,0] and scale to [5,1,10]

6.	Create second Cube.

7.	Set its name to "Wall", position to [0,3,-4] and scale to [1,5,1]

8.	Create third Cube. 

9.	Set its name to "Floor", position to [0,5,0] and scale to [2, 0.2, 7]

10.	Add RayFire Shatter to the Floor object, in Voronoi properties set Amount to 300 and click the Fragment button. New object Floor_root will be created.

11.	Destroy or Deactivate Floor object, we won’t need it anymore.

12.	Add RayFire Rigid to the Floor_root object and set Initialization to At Start.

13.	Set Simulation type to Inactive. Inactive objects simulate like dynamic objects but they always have 0 gravity and 0 velocity until they will be activated.

14.	Set Object type to Mesh Root. It means that this Rigid component will be copied to all children objects with mesh with object Type Mesh instead of Mesh Root. 

15.	In Activation properties set Velocity property to 0.3 and Offset property to 0.1. 

16.	Start Play Mode. 

	Rock will fall to the floor fragments and activate a group of fragments at the middle. Notice that a group of fragments at the Wall side still stays in the air and it looks logically correct, but another group of fragments at the other side not connected with anything and is freezing in the air. Obviously this looks unrealistic and to fix this we need to activate such fragments using Connectivity component.

17.	Turn Off Play Mode. 

18.	Select Floor_root object and in Activation properties enable Connectivity.

19.	Add RayFire Connectivity component.

20.	Start Play Mode.

	Notice that now all fragments are connected with each other by the green lines. Now Rock falls to the floor fragments, activates a group of fragments at the middle and both groups from the left and from the right side fall down with blue connections as Connected Clusters. This happens because the Connectivity component checks connections among fragments and activates them if they are not connected through other connections with at least one Unyielding fragment. 

21.	Turn Off Play Mode.

22.	Select Floor_root object and add RayFire Unyielding component. 

	Now you can move Unyielding component gizmo to overlap fragments which you want to define as Unyielding, usually these are objects at the bottom of your structure but in this case we need to overlap several floor fragments near the Wall object.  
	You can move Unyielding gizmo by clicking on the Show Center button and then moving gizmo center by hand tool. But for now we will input values in Center Position property.

23.	Set Center to [0,0,-3]

24.	Start Play Mode.

	Notice that now all connections inside Unyielding gizmo changed their color to Red. This time group of fragments which is connected with the Wall object stays intact and only a group of fragments which is not connected with anything fall down as one Connected Cluster.

25.	Turn Off Play Mode.

26.	Select Floor_root object and in the Connectivity component disable Clusterize property.

27.	Start Play Mode.

	Now a group of fragments which are not connected with the wall fall down as separate objects and not as one Connected Cluster. It is also possible to activate this group as one Connected Connected cluster but then demolish it when it collides with ground.

28.	Turn Off Play Mode.

29.	Select Floor_root object and in the Connectivity component enable Clusterize and Demolishable properties

30.	Start Play Mode.

	Notice that Connected Cluster demolishes at contact point, but there are very few fragments that were detached. In order to change this you need to change Cluster Demolition properties in the Rigid Component. First Rigid with Mesh Root object type copies itself to every child and when such fragments are grouped into Connected Cluster it gets all its properties from one of them.

31.	Turn Off Play Mode.

32.	Select Floor_root object and in the Rigid component in Cluster Demolition properties set Ratio property to 50

33.	Start Play Mode.

		Now the Connected Cluster detaches more  fragments at collision.