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Unity cloth system_ Cloth component (including dynamic call related)
2022-06-26 22:00:00 【suixinger_ lmh】
Unity Distribution system
explain :
unity Its own cloth physical system
Use :
- New empty object ;
- add to cloth Components ,unity It will automatically come with skinned mesh renderer Components ;
- Will need mesh and materials , Assign a value to skinned mesh renderer Components ;
- Click on cloth The icon in the upper left corner of the component (Edit cloth constraints);
- scene The cloth parameter adjustment panel will appear in the panel ( Unseen open Gizmos, Show scene icons );
- Select the corresponding vertex on the model ( If the vertex is too large or too small , Adjust the Constraint Size To a suitable value );
- Limit the selected points as required ( for example : The side connecting the flagpole usually doesn't move , Check Max Distance Value is set to 0; Make it immovable );
The main points of :
1. At present, the distribution system can only work with Capsule Collider as well as Sphere Collider The two colliders interact ;
2. To drag the collider of the object participating in the cloth physical system into cloth In the collider group of the assembly ;
Dynamic call correlation :
problem :
According to the usage of cloth, it is not recommended to use it dynamically , But it is also feasible to use it dynamically .
However, there are many problems with dynamic invocation :
- Dynamically give cloth Add collision body to the component , Although you can always add , But when it exceeds a certain amount , Extra colliders do not produce physical effects .
- When the material distribution system has physical effects , If you change ( Delete ) Number of collision bodies , Physical effects can mutate . Change is possible when there is no interaction for the time being .
- Colliders added to the cloth system , Even if the object is hidden ,enable=false fall , Will still produce physical effects , Even use position=newpos To change the position of the impactor ,newpos And the current path through the cloth system , Physical effects can still occur .
The effect of Article 3 is somewhat similar to character controller And some properties of rigid bodies , But the cloth seems to be calculated by putting all the data in the cloth system .
It's a mess , To solve the third problem , It is necessary to move the collision body from cloth Remove , To remove , You will encounter the second problem , Need assurance cloth Not in the interaction .
Because it is used directly , Wait until you look back at the official documents .
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