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Here's How You Can Set Up Real-Time Cloth Simulations in Unity

Sakura Rabbit shared a new guide exploring cloth physics in her favorite game engine.

If your Unity-powered game or 3D project requires realistic clothing physics but working with real-time simulations seems too daunting of a task, here's a new guide from the one and only Sakura Rabbit that thoroughly explores the task at hand and explains how an appealing result can be achieved with the MagicaCloth2 plug-in.

For those unfamiliar, MagicaCloth2 is a cloth simulation system for Unity that uses the engine's DOTS (Data-Oriented Technology Stack) and can be used with both Transform and Mesh. With this system, users can quickly and easily set up lifelike clothing for their digital characters on almost all platforms. The add-on is compatible with Unity 2021.3.16(LTS) or higher, doesn't affect the rendering pipeline, and doesn't require any dedicated shaders.

In her latest guide, Sakura showcased how MagicaCloth2 can be utilized for real-time cloth physics simulations in Unity, explaining how you can create characters with multiple layers of clothing, similar to the one embedded above. You can get access to the project by becoming Sakura Rabbit's subscriber over on her Fanbox page.

Earlier, Sakura also presented a magical-looking clothing transformation effecttested out Unity's Adaptive Probe Volumes (APV), showcased a breathtaking winter-themed real-time snow-covering effect, demonstrated a realistic and customizable real-time eye shader, showed a customizable stylized ocean shader, experimented with 3D space distortion and real-time muscle simulations, and more. You can check out all of these projects and more by visiting Sakura's Twitter page.

Another way to handle cloth simulations in Unity is by using its built-in Cloth component, which works with the Skinned Mesh Renderer to provide a physics-based solution for simulating fabrics. Specifically designed for character clothing, Cloth only works with the Skinned Mesh Renderer, so keep in mind that if you add a Cloth component to a GameObject with a regular Mesh Renderer, Unity removes it and adds a Skinned Mesh Renderer.

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