RayFire Cluster component
Clusters component can be used to create parent/child hierarchy in Editor mode which can be used for demolition in Play mode. Also clusters allows to simulate dynamic concave objects which is impossible to do for now (2018.3) in Unity with regular rigid bodies.
Properties group
Type: Defines clustering algorithm.
- By Point Cloud: Creates random Vector3 point cloud inside bounding box of all children meshes, and then create clusters based on this point cloud, every child sticks to closest point. This type allows to gather into one cluster objects with meshes which are not connected with each other.
- By Shared Area: Creates clusters starting from biggest, not clustered yet mesh and then start add neighbour mesh with biggest shared area, then do it again. This type is good for objects just fragmented using Shatter component. In this way clusters looks more natural.
Depth: Defines how deep will go clustering.
Seed: Random seed for all random values.
Smooth Pass: Higher value smooth clusters and let them switch some fragments among each other to make border between clusters smoother.
By Point Cloud group
Base Amount: Maximum amount child clusters.
Depth Amount: Amount of shards in child clusters.
Connectivity: Defines Connectivity algorithm for shards.
- By Bounding Box: Fast but not accurate. Check for connectivity using shard’s bound boxes. Can be used with any kind of objects.
- By Mesh: Slow but accurate. Check for connectivity using shard’s mesh. Can be used only with fragments which shares same triangles (Voronoi, Slabs, Splinters and Radial fragmentation types).
By Shared Area group
Minimum Amount: Minimum amount of shards in cluster.
Maximum Amount: Maximum amount of shards in cluster.

