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Interactive Cloth reacting too strongly to colliders
I have a dress object with an Interactive Cloth component which is draped around a body made up of a single mesh collider for the torso and several primitive capsule colliders for the arms and legs. The cloth is attached to two sphere colliders just above the shoulders. This all seems to work fine, but sometimes when I rotate the body too quickly the cloth suddenly flies of at an extremely high speed and starts orbiting around the attachments. So it seems that the cloth has a very large force applied to it.
What might be happening here and how can I prevent the cloth from flying of the body? I've checked the scale and the body is a bit under 2 units in height. I've also tried setting the 'min penetration for penalty' setting in the physics settings to a very high value, but this doesn't prevent the problem.
Hmm, if I remove some of the colliders then the dress doesn't move with the body anymore, although it doesn't fall to the ground, so it still is attached to the attachment colliders, but doesn't move with them. (Oh, and sometimes it does, time for a bug report.)
I have a similar problem. Do you attach the colliders within script? Colliders work fine when added manually, but they act weird through script addition.
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