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.

	User Interface

Show Gizmo: Show gizmo which will be used to create collider to activate objects. 
Add Position: Add current object position in Position List which will be used as animation path.
Remove Last: Remove last position from Position List.
Clear All: Clear Position List.
	
	Gizmo
https://youtu.be/geA2VIKsZus

Gizmo 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.

Sphere Radius: Defines size of Sphere gizmo.
Box Size: Defines size of Box gizmo.

	Activation
https://youtu.be/9rnIFXpeUP4

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

Delay: Activation Delay in seconds.

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

	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.

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.

	Public Methods

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

stopped by :
public void StopAnimation()

and reset by:
public void ResetAnimation()