How to initiate Connected Cluster demolition by trigger collider

1.	Create a Cube, set its name to "Pillar", position to [0,3,0] and scale to [1, 5, 1]

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

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

4.	Add RayFire Shatter component to Pillar.

5.	Set Voronoi Amount property to 200 and click on Fragment button.

6.	Destroy Pillar object.

7.	Select Pillar_root object and add RayFire Rigid component.

8.	Set Initialization to At Start, Object Type to Connected Cluster and Demolition Type to Runtime.

9.	In Limitations properties disable By Collision property, in this case Connected Cluster and all its children Connected Clusters created during demolition will not be demolished by collision with ground and each other.

10.	Enable Show Connection toggle button on top of Rigid component to see Connected Cluster connections and connections its children Connected Clusters when it will be demolished.

11.	Create new empty gameobject, set is name to "Activator" and position to [2,3,0] 

12.	Add RayFire Activator component to Activator object.

13.	Set Gizmo Radius property to 1.

14.	Enable Demolish Cluster checkbox. If this property will be disabled then activator will affect whole Connected Cluster, but not its Shards and Connected Cluster will not be demolished.

15.	Enable Show Animation checkbox and click on Add button to add first position in Position List. 

16.	Move Activator to position [-5, 3,0] and click on Add button again. Now you can move Activator object to any other place or leave it there.

17.	Start Play Mode.

18.	Select Activator object and click on Playback Start button at the bottom. The same function can be initiated using public method TriggerAnimation()

Activator object will start to move from its first defined position to second. While it will move through Pillar cluster you will see how it breaks blue connections and separates Pillar cluster to two smaller Connected Clusters. 
	
	Keep in mind that you don't have to use built-in Activator animation properties, this 	is just a way to quickly create animation. In most of the cases, you can add Activator 	to object driven by your game character or by your code.