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InteractiveCloth.enabled doesn't work appropriately?
When you disable InteractiveCloth to translate it or when pausing the game, it stops waggling around until you re-enable it - good. Now, say you do this right after it's created because you're not ready for it to simulate yet, or you need to position it before it starts getting rendered. From what I can see, this does not work. Not only does the cloth continue to move around, but it's 'enabled' check box now means the opposite of what it says. Thus, if you check it enabled, it is now disabled, and vice versa (I would guess this is due to an enabled = !enabled statement in their code getting de-synchronized from the actual state of the object.)
My only hypothesis is that this is related to the logic internal to the class which allows it to pause the cloth simulation when off camera, but disabling that didn't seem to help. Is there any other solution anybody knows of? Any way at all to position or pause simulation before the render?
Honestly, I'm not even positive it has to render first, that's just what it seems like. I attempted a coroutine that would wait a few frames first (I wait to turn the cameras on until everything's set up) but it didn't work. It works perfectly if I wait until I see it on screen.
Edit: For the record, I cannot solve this by changing the time scale. This is an unusual project that has two scenes running in two different windows that can pause and operate independently. Of all the obstacles in making this work in Unity, these cloths have been the worst. I am strongly considering dropping them entirely.
I have been having the exact same problem over the last year since the release of Unity4. We have been having the same problem with our projects and have submitted a bug report for this issue more than once. We cannot figure out the reason for its erratic and opposite behavior to the enable and disabling of the cloth.
Even worse is that the bug is now affecting anyone wanting to view the content with webplayer, I can't get old apps made to work properly anymore because of this bug.