Version: 2018.1
Spring Joint
Wheel Collider

Cloth

The Cloth component works with the Skinned Mesh Renderer to provide a physics-based solution for simulating fabrics. It is specifically designed for character clothing, and only works with skinned meshes. If you add a Cloth component to a non-skinned Mesh, Unity removes the non-skinned Mesh and adds a skinned Mesh.

To attach a Cloth component to a skinned Mesh, select the GameObject in the Editor, click the Add Component button in the Inspector window, and select Physics > Cloth. The component appears in the Inspector.

Propiedades

Propiedad: Función:
Rigidez del estiramiento de la tela. Rigidez del estiramiento de la tela.
Rigidez de flexión de la tela. Rigidez de flexión de la tela.
Use Tethers Aplica restricciones que ayudan prevenir el movimiento de partículas de la tela de irse muy lejos de las que están fijas. Esto ayuda reducir el exceso de estiramiento.
Use Gravity Debería la aceleración gravitacional ser aplicada a la tela?
Damping Coeficiente de amortiguación del movimiento.
External Acceleration Una constante, aceleración externa en ser aplicada a la tela.
Random Acceleration Una aceleración aleatoria, externa, aplicada a la tela.
World Velocity Scale Qué tanto movimiento del personaje en el espacio del mundo afectará los vértices de la tela.
World Acceleration Scale Qué tanta aceleración del personaje en el espacio del mundo será afectada por las vértices de la tela.
Friction La fricción de la tela cuando colisiona con el personaje.
Collision Mass Scale Qué tanto aumentar la masa de las partículas en colisión.
Use Continuous Collision Permite la colisión continua para mejorará la estabilidad de colisión.
Use Virtual Particles Agrega una partícula virtual por triángulo para mejorará la estabilidad de colisión.
Solver Frequency Número de iteraciones del solucionador por segundo.
El umbral del adormecimiento de la tela. El umbral del adormecimiento de la tela.
Capsule Colliders Un arreglo de CapsuleColliders el cual esta instancia de Cloth (Tela) debería colisionar con.
Sphere Colliders Un arreglo de ClothSphereColliderPairs el cual esta instancia de Cloth (Tela) debería colisionar con.

Detalles

El Cloth (Tela) no reacciona a todos los colliders en la escena, ni tampoco aplica fuerzas devuelta al mundo. Cuando ha sido agregado, el componente Cloth no va a reaccionar a o influenciar otros cuerpos en absoluto. Por lo tanto el Cloth (Tela) y el mundo no se reconocen o se ven el uno al otro hasta que usted manualmente agregue colliders del mundo al componente Cloth. Incluso, después de eso, la simulación todavía es de una manera: Cloth (tela) reacciona a estos cuerpos pero no aplica fuerzas devuelta.

Adicionalmente, usted puede únicamente utilizar tres tipos de colliders con la tela: un sphere (esfera), un capsule (cápsula), y capsule colliders cónicos, construido con dos sphere colliders. Estas restricciones existen para mejorar el rendimiento.

Edit Constraints Tool (Editar Herramientas de Restricción)

Select Edit > Constraints to edit the constraints applied to each of the vertices in the cloth mesh. All vertices have a color based on the current visualization mode, to display the difference between their respective values. You can author Cloth constraints by painting them onto the cloth with a brush.

Propiedad: Función:
Visualization Cambia la apariencia visual de la herramienta en la vista de escena entre Max Distance (Distancia máxima) y Surface Penetration Values. Una palanca para activar y desactivar para Manipulate Backfaces también está disponible.
Max Distance La distancia máxima de una partícula del cloth (tela) la cual puede viajar desde su posición de vértice.
Surface Penetration Qué tan profundo la partícula de la tela puede penetrar el mesh.
Brush Radius Sets the radius of a brush that enables you to paint constraints onto a cloth.
La Cloth Constraints Tool siendo utilizada en el Skinned Mesh Renderer.
La Cloth Constraints Tool siendo utilizada en el Skinned Mesh Renderer.

There are two modes for changing the values for each vertex:

  • Use Select mode to select a group of vertices. To do this, use the mouse cursor to draw a selection box or click on vertices one at a time. You can can then enable Max Distance, Surface Penetration, or both, and set a value.

  • Use Paint mode to directly adjust each individual vertex. To do this, click the vertex you want to adjust. You can can then enable Max Distance, Surface Penetration, or both, and set a value.

In both modes, the visual representation in the Scene view automatically updates when you assign values to Max Distance and Surface Penetration.

The Cloth Constraints Tool in Paint mode
The Cloth Constraints Tool in Paint mode

Self collision and intercollision

Cloth collision makes character clothing and other fabrics in your game move more realistically. In Unity, a cloth has several cloth particles that handle collision. You can set up cloth particles for:

  • Self-collision, which prevents cloth from penetrating itself.
  • Intercollision, which allows cloth particles to collide with each other.

To set up the collision particles for a cloth, select the Self Collision and Intercollision button in the Cloth inspector:

The Self Collision and Intercollision button in the Cloth Inspector
The Self Collision and Intercollision button in the Cloth Inspector

The Cloth Self Collision And Intercollision window appears in the Scene view:

The Cloth Self Collision And Intercollision window
The Cloth Self Collision And Intercollision window

Cloth particles appear automatically for skinned Meshes with a Cloth component. Initially, none of the cloth particles are set to use collision. These unused particles appear black:

Unused cloth particles
Unused cloth particles

To apply self-collision or intercollision, you need to select a single set of particles to apply collision to. To select a set of particles for collision, click the Select button:

Select cloth particles button
Select cloth particles button

Now left-click and drag to select the particles you want to apply collision to:

Selecting cloth particles using click and drag
Selecting cloth particles using click and drag

The selected particles appear in blue:

Selected cloth particles are blue
Selected cloth particles are blue

Tick the Self Collision and Intercollision checkbox to apply collision to the selected particles:

Self Collision and Intercollision tick box
Self Collision and Intercollision tick box

The particles you specify for use in collision appear in green:

Selected particles are green
Selected particles are green

To enable the self collision behavior for a cloth, to go the Self Collision section of the Cloth Inspector window and set Distance and Stiffness to non-zero values:

Self Collision parameters
Self Collision parameters
Propiedad: Función:
Distance The diameter of a sphere around each particle. Unity ensures that these spheres do not overlap during simulations. Distance should be smaller than the smallest distance between two particles in the configuration. If the distance is larger, self collision may violate some distance constraints and result in jittering.
Stiffness How strong the separating impulse between particles should be. The cloth solver calculates this and it should be enough to keep the particles separated.

Self collision and intercollision can take a significant amount of the overall simulation time. Consider keeping the collision distance small and using self collision indices to reduce the number of particles that collide with each other.

Self collision uses vertices, not triangles, so don’t expect self collision to work perfectly for Meshes with triangles much larger than the cloth thickness.

Paint and Erase modes allow you to add or remove particles for use in collision by holding the left mouse button down and dragging individual cloth particles:

Self Collision parameters
Self Collision parameters

When in Paint or Erase mode, particles specified for collision are green, unspecified particles are black, and particles underneath the brush are blue:

Particles being painted are blue
Particles being painted are blue

Cloth intercollision

You specify particles for intercollision in the same way as you specify particles for self collision, as described above. As with self collision, you specify one set of particles for intercollision.

To enable intercollision behavior, open the PhysicsManager inspector (Edit > Project Settings > Physics) and set Distance and Stiffness to non-zero values in the Cloth InterCollision section:

Particles being painted are blue
Particles being painted are blue

Cloth intercollision Distance and Stiffness properties have the same function as self collision Distance and Stiffness properties, which are described above.

Collider collision

El Cloth no es capaz de simplemente colisionar con geometría arbitraría del mundo, y ahora solo va a interactuar con colliders especificados ya sea en el los arreglos Capsule Colliders o Sphere Colliders .

El arreglo de los sphere colliders puede contener ya sea una sola SphereCollider instancia válida (con la segunda siendo nula), o un par. En los primeros casos el ClothSphereColliderPair solamente representa un solo sphere collider para que la tela colisione. En el último caso, este representa una forma de cápsula cónica definida por las dos esferas, y el cono conectando ambas. Las formas de cápsula cónicas son útiles para modelar extremidades de un personaje.


  • 2017–12–05 Page amended with limited editorial review

  • Cloth self collision and intercollision added in 2017.3 NewIn20173

Spring Joint
Wheel Collider