SkinnedCloth Inherits from Cloth

The SkinnedCloth component works together with the SkinnedMeshRenderer to simulate clothing on a character.

See the SkinnedCloth component reference for an extensive description on how it works.

Variables
coefficients

The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.

worldVelocityScale

How much world-space movement of the character will affect cloth vertices.

worldAccelerationScale

How much world-space acceleration of the character will affect cloth vertices.

Functions
SetEnabledFading

Fade the cloth simulation in or out, and enabled or disable the SkinnedCloth.

Inherited members
Inherited Variables
bendingStiffness

Bending stiffness of the cloth.

stretchingStiffness

Stretching stiffness of the cloth.

damping

Damp cloth motion.

thickness

The thickness of the cloth surface.

externalAcceleration

A constant, external acceleration applied to the cloth.

randomAcceleration

A random, external acceleration applied to the cloth.

useGravity

Should gravity affect the cloth simulation?

selfCollision

Will the cloth collide with itself?

enabled

Is this cloth enabled?

vertices

The current vertex positions of the cloth object.

normals

The current normals of the cloth object.

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText attached to this GameObject (null if there is none attached).

networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached).

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached).

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter attached to this GameObject (null if there is none attached).

particleSystem

The ParticleSystem attached to this GameObject (null if there is none attached).

tag

The tag of this game object.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
GetComponent

Returns the component of Type type if the game object has one attached, null if it doesn't.

GetComponentInChildren

Returns the component of Type type in the GameObject or any of its children using depth first search.

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponents

Returns all components of Type type in the GameObject.

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same.

operator !=

Compares if two objects refer to a different object.

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.