RayFire Man

It's main purpose is Advanced Physics Control and Runtime Demolitions. Using Rigid component you can demolish 3d objects into thousands fragments and every fragment can be demolished further deeper and deeper.

	Gravity

Set Gravity: Sets custom gravity for simulated objects.

Multiplier: Custom gravity multiplier.
	
	Physics

Interpolation: For the main characters or vehicles that are followed by the camera it is recommended to use interpolation. For any other rigidbodies it is recommended not to use interpolation. (Unity Documentation)
	None: Simulate object using it's Meshfilter's mesh in Mesh Collider.
	Interpolate: Interpolation will always lag a little bit behind but can be smoother than extrapolation.
	Extrapolate: Extrapolation will predict the position of the rigidbody based on the current velocity.

Collision Detection: Use this to set up a Rigidbody's for continuous collision detection, which is used to prevent fast moving objects from passing through other objects without detecting collisions. 
For best results, set this value to Continuous Dynamic for fast moving objects, and for other objects which these need to collide with, set it to Continuous. These two options have a big impact on physics performance. 
Alternatively, you can use Continuous Speculative, which is generally cheaper and can also be used on kinematic objects. If you don't have issues with collisions of fast objects, leave it set to the default value of Discrete. 
Continuous Collision Detection is only supported for Rigidbodies with Sphere-, Capsule- or BoxColliders. (Unity Documentation)

	Materials

Minimum Mass: Minimum mass value which will be assigned to simulated object if it's mass calculated by it's volume and density will be less than this value. Allows to avoid collision of very light objects with very heavy and makes simulation more stable.

Maximum Mass: Maximum mass value which will be assigned to simulated object if it's mass calculated by it's volume and density will be higher than this value. Allows to avoid collision of very light objects with very heavy and makes simulation more stable.

	Material Presets

List of hardcoded materials with predefined simulation and demolition properties. Used by  Rigid component. Allows you to define all simulation and demolition advanced properties for specific material and then just choose this Material in object's Rigid / Physics properties.

	Demolition

Destructible: Makes material destructible. Turned off by default for all metal materials. Object with not destructible material won't be demolished by collision.

Solidity: Global material solidity multiplier which used at collision to calculate if object should be demolished or not.

	Rigid Body

Density: Predefined density. Object mass depends on picked material density and collider volume.

Drag: Allows to decrease position velocity over time.

Angular Drag: Allows to decrease rotation velocity over time.

	Physic Material

Material: Physic material which will be used for all objects with this material. If Material is not define then it will be created and defined here at Start using following Frictions and Bounciness properties.

Dynamic Friction: Dynamic Friction for Physic material.

Static Friction: Static Friction for Physic material.

Bounciness: Bounciness for Physic material.
	
	Demolition

Global Solidity: Global Solidity multiplier. 

Time Quota: Demolition time quota in milliseconds. Allows to prevent demolition at the same frame if there was already another demolition at the same frame and it took more time than Time Quota value.
	
	Advanced Demolition Properties

	Fragments

Parent: Defines parent for all new fragments.

Maximum Amount: Maximum amount of allowed fragments. Object won't be demolished if existing amount of fragments in scene higher that this value. Fading allows to decrease amount of fragments in scene.

Bad Mesh Try: Amount of attempts to fragment mesh with topology issues. After object will fail to be fragments defined amount of times it will be marked as Bad Mesh and it won't be possible to fragment it again.

	Shadow Casting

Size Threshold: Disable Shadow Casting for all objects with size less than this value.

	Pooling

	Fragments

Enable: Enable Fragment dummy pooling. Fragment dummy has all necessary components except mesh and convex hull. With Fragment pooling Manager instantiate by few dummies every frame so it won't have to create hundreds of Gameobjects with components at once frame when some object will be demolished.

Capacity: Maximum amount of fragment dummies.

	Particles

Enable: Enable Particle Source dummy pooling.

Capacity: Maximum amount of Particle Source dummies.