How to shatter object to 
fragments in Editor

To shatter objects to fragments in the Editor you should use RayFire Shatter component.

1.	Create Cube, this will be the cube which will be shattered to multiple fragments. 

2.	Set its name to "Wall", position to [0,0,0], and scale to [10,10,1]

3.	Add RayFire Shatter component to Wall and set Type to Voronoi. Voronoi fragmentation type allows to create convex, physics friendly fragments. It is based on automatically generated point cloud, every point represents one fragment. 

4.	In Scene Window Set Shading Mode to Shaded Wireframe to see fragment's edges when they will be created.

5.	Click on the Fragment button. A new gameobject “Wall_root” with fragments as it’s children will be created. Right now it is hard to see the actual fragment's shapes because of a lot of edges. Also, the original object overlaps all fragment's by it's mesh.

6.	In the Shatter Preview section toggle ON Color button. Now you can see every fragment separately. 

7.	Toggle Color button OFF.

Lets say we want to get more fragments.

8.	Click on Delete Last button under Fragment button. Wall_root gameobject with all fragments will be destroyed.

9.	In Voronoi properties set Amount to 100. This property defines the amount of points in a point cloud. Since some points could be outside of the mesh final amount of fragments probably will be lower than Amount value.

10.	Click on the Fragment button.

11.	In the Shatter Preview section toggle ON Scale button (it is ON by default). 

12.	Start to drag Scale Preview slider from the left to the right. You will see that the original object's MeshRender disabled so it won't cover fragments and fagment's scale is getting lower so it is possible to see every fragment's shape and inner surface.

13.	Toggle OFF Scale button to reset fragment's scale and enable original object's MeshRender component.