2 Nearby cloth objects repel each other
I have a character that I want to use cloth on the hair and make them have a blanket around them too with cloth. But when I have both cloths activated, it's like their bounding boxes (seen when selecting the skinned mesh renderer in the editor) are repelling each other.
The bottom of the character's hair that is closer to the blanket on their back ends up pushed up and looks terrible and sharp, because it can't just fall down naturally like it normally would. Is there a way to make these two cloths not interact with one another whatsoever?
Note: Also, I get an error in the console once I added the blanket, saying: "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component."
Which I'm not using either of those -- a MeshCollider or a Rigidbody --, but maybe the Cloth component uses that stuff internally? Here's my mesh -- I made the majority of it just a bent plane with additional bended detail using edge loops. I'm using a double-sided shader so it renders right, and there's no doubling of vertices for the physics calculations.
Oh I see.. I was getting that message because I had a Rigidbody in one of the parent transforms. I'm no longer getting that error message because I made the cape no longer a child of that rigidbody and ins$$anonymous$$d was able to make use of the new Parent Constraint component :)
But unfortunately my issue is still there - my hair is still being repelled by the blanket.