


Cloth is being simulated in world space and does not get any changes you make in transform. Moving cloth by directly changing object’s transform is not supported.If the source mesh has tangents, these will be passed to the shader unmodified - so if you are using a shader which depends on tangents (such as bump mapped shaders), the lighting will look wrong for cloth which has been moved from its initial position.

Cloth simulation will generate normals but not tangents.Attached Colliders’ objects must intersect with the cloth you are attaching to.The colliders must overlap some vertices of the cloth mesh for this to work. To attach the cloth to other objects, use the Attached Colliders property to assign other objects to attach to.If you want to simulate clothing on characters, check out the Skinned Cloth component instead, which interacts with the SkinnedMeshRenderer component and is much faster then InteractiveCloth.Using lots of cloths in your game will reduce exponentially the performance of your game.Interactive cloth in the scene view and its properties in the inspector. The Interactive Cloth Component depends on the Cloth Renderer Component, this means that this component cannot be removed if the Cloth Renderer is present in the Game Object. How far cloth vertices need to be stretched, before the cloth will tear.Īrray that contains the attached colliders to this cloth How much force will be applied to attached rigidbodies?. How far attached rigid bodies need to be stretched, before they will tear off.

How much force will be applied to colliding rigidbodies?. Mesh that will be used by the interactive cloth for the simulation Should Gravity affect the cloth simulation?.Ī constant, external acceleration applied to the clothĪ random, external acceleration applied to the cloth The Interactive Cloth class is a Component that simulates a “cloth-like” behavior on a mesh.
