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Unity 5.0.x Cloth physics issue.
Hi There,
Actually I was looking for "Anthony Yakovlev" (Unity 5.x physics dev), but couldn't find him in forum (may be someone can help me to reach him out).
Here is the question I wanted to ask.
This is regarding Cloth physics issue in unity 5.0.1. I am using cloth physics for Football goal-post in one of mine sports simulation project. https://www.youtube.com/watch?v=8b-hVa4dlVA&t=02m00s
Result: When football hit the net, It should interact with the ball and also net should stop moving the ball further. and Here is the ref from Unity 3.x cloth physics:
Issue: When ball is thrown to goal post with speed, it is going through the net and it's not getting stop from the net. Also if we tried moving ball slowly to net then it is acting like net is interacting with the ball.
And here is the SAMPLE PROJECT : https://www.dropbox.com/s/657z1t11ozrba9g/ClothTest.zip?dl=0
Steps we tried : We added Rigidbody to net which is having the cloth component with mass value 1000. We also added Mesh collider to stop the ball getting through the ball.
Kindly check this on your free time. and if it is possible forward this to "Anthony Yakovlev".
Answer by yant · May 26, 2015 at 11:16 AM
Hey! Did someone just say my name three times? Here I am. ;-)
No good news for you this time though, unfortunately.
PhysX 3 dropped support for what was called InteractiveCloth prior to Unity 5. So the new Cloth component is designed for use only with characters -- to get clothes like capes, T-shirts, etc. You can still use the new Cloth for simple flags, but because there is no longer any force feedback applied by a cloth instance to the touched rigidbodies, you can't make a ball bounce from a cloth piece. Tearing support has also gone. Have you seen this by the way: http://blogs.unity3d.com/2014/07/08/high-performance-physics-in-unity-5/ ?
Unity 5.0 has nothing to replace InteractiveCloth with out of the box I'm afraid, so a workaround that would suit your particular project might be needed to be found. Could it be a box trigger plus a skin mesh with a couple of bones on ConfigurableJoints that get affected randomly from a script for bouncy effect?
Anthony
Pratap was kind enough to show me your response because I was asking a similar question. I gather that using cloth to provide cloth-like interaction in a game is no longer an option. $$anonymous$$y issue is that I have a complex animated model that is the target of projectiles, and I need them to react realistically. The normal solution to use capsule colliders won't work because my model is a dragon, not a humanoid, and the wings fold and flap, while the head and tail can sway. $$anonymous$$y situation is therefore slightly different from Pratap's as he may be more easily able to arrange colliders to conform to a net shape (although I don't know how you would prevent unacceptable gaps as the colliders move). I am trying to imagine the workaround you (Anthony) suggest, in case it can work for either of us. I can't imagine where the bones of a net would go, for one thing. Around the edges? In a grid?
Wouldn't an alternative workaround be to continue using the InteractiveCloth in 4.x...?
@Lareieli: the configuration I had in $$anonymous$$d was indeed a grid of SphereColliders connected by SpringJoints. I would probably disable collisions between spheres and increase their radii. I need spheres just to have something for the ball to bounce from. Not sure if that works, but that's what I had in $$anonymous$$d.
@tanoshimi: yes, if one depends on the functionality of InteractiveCloth and also has an option to stay with Unity 4.x I'd assume...
@tanoshimi I had considered that too, but wasn't sure what else I would have to sacrifice. Thank you for bringing that up!
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