★ What is MagicaCloth2 ? ★
MagicaCloth2 is a cloth simulation system that can be used with both Transform and Mesh.
With this asset you can swing anything on your character!
It works fast with Unity's DOTS (Data-Oriented Technology Stack).
It doesn't affect the rendering pipeline at all and doesn't require any special shaders.
It became Version2 by adding improvements from the previous Ver1.x.
System optimization integrates all components into one, eliminating the need for that cumbersome pre-build (Create button).
New collision features such as edge collision, backstop, and self-collision are also added.
However, it is not compatible with Ver1.x.
★ Features ★
★ Improvements from Ver1 ★
★ Required ★
Unity2021.3.16(LTS) higher
Burst 1.8.1 or higher
Collections 1.4.0 or higher
* The Burst and Collections packages are installed automatically.
★ Link ★
Support E-Mail (support@magicasoft.jp)
[2.16.0]
Added: Now supports Unity 6.1.
Added: Added a demo scene specifically for Unity 6.1. Please note that this demo scene is the only one that will work with Unity 6.1 or later.
Fixed: Fixed an issue where a warning message would appear when using Transform in Unity 6.
[2.15.1]
Added: You can now change the UV number to read when specifying MeshCloth vertex attributes with a paint map.
Improvement: Improved validation of initialization data. If a problem is found with the initialization data, the system will switch to a full runtime build.
Fixed: Fixed an issue that caused drawing to be distorted when running BoneCloth in UnityPhysics(FixedUpdate) update mode and manipulating BlendWeight.
[2.15.0]
Added: Added a symmetry setting to colliders. You can easily set left and right colliders for arms, legs, etc.
Added: Added GetUseTransform() to the MagicaCloth component API.
Improvement: Improved to stop all unnecessary processing if there are zero running MagicaCloth components.
Improvement: Changed some of the colliders in the UnityChanKAGURA and Kohaku samples to symmetric colliders.
Fixed: Fixed an issue where the collider center offset was not working properly when using negative scale.
[2.14.3]
Fixed: Fixed an issue where adjusting the Sphere Collider and Capsule Collider sliders would not have any effect when the Editor was running.
[2.14.2]
Fixed: Fixed an issue where enabling self-collision on BoneCloth with no triangle information would cause an error.
[2.14.1]
Fixed: Fixed an issue where Transform posture was broken when running BoneCloth/BoneSpring in a split job.
Fixed: Fixed an issue where split jobs would continue to be applied even after self-collision and mutual collision were removed.
[2.14.0]
Improvement: Simulation jobs have been optimized. This has improved processing speed by 20% to 50%.
Improvement: If the number of vertices in a proxy mesh is less than 300, it is now processed in one job. This improves processing speed.
Improvement: If the number of vertices in a proxy mesh is 300 or more, or if self-collision is used, the job is now appropriately divided according to the number of available worker threads.
Improvement: The memory usage required for simulation has been reduced.
Improvement: Self-collision is now in Beta2. The processing has been optimized and the algorithm has been improved. Therefore, the behavior may be different from before.
Added: The number of vertices of a proxy mesh that will be the boundary for job division can now be set in MagicaSettings.
Added: An API has been added to set the number of vertices of a proxy mesh that will be the boundary for job division.
Added: An API to get MeshCloth's original mesh and custom mesh has been added to MagicaClothAPI.cs.
Added: Added an argument to the OnBuildComplete event.
[2.13.2]
Fix: Fixed an issue where using AngleRestoration/AngleLimit in certain circumstances could result in missing meshes and possibly crashing the app.
[2.13.1]
Important Note: The format of the initialization data has been updated to version 2.
Old initialization data components will be automatically updated to the new data by placing them in the hierarchy or entering prefab mode.
The initialization data version can be checked in the Inspector.
Fixed: Fixed an issue where the editor would crash in some situations when copying a running character in the Unity editor using (Ctrl+D) etc.
Fixed: The initialization data now stores a reference to the original mesh to be built. This has updated the initialization data version to 2.
Fixed: Fixed so that initialization can be performed with a negative scale if initialization data exists.
Fixed: Fixed an issue where the ReplaceTransform() function for dressing up would fail if the SkinnedMeshRenderer's bones contained null.
Fixed: Fixed an issue where a simulation calculation error occurred when using BoneCloth and two Transforms had exactly the same posture, causing the mesh to disappear.
Improvement: The initialization data version is now displayed in the Inspector.
Improvement: Fixed a sample prefab in accordance with the update to the initialization data version.
[2.13.0]
Added: Now, initialization data is saved. This speeds up initialization and allows you to start with any posture during initialization.
Initialization data is automatically created for new components. For previously created components, it is automatically created by entering prefab mode or placing them in the scene.
The status of the initialization data is displayed in the information field of the Inspector.
Improvement: Changed runtime construction to start construction 5ms after initialization. This is to distribute the load when performing a large amount of instantiation or initialization at once.
Improvement: Added execution environment such as OS and CPU to the ManagerInformation log.
Fixed: If a registered root bone or renderer is duplicated, an error will occur and the system will not work.
Fixed: Fixed an issue where the anchor reference object was not properly cleared when the team was destroyed.
Fixed: Fixed an issue where some processes in runtime construction were not burst compiled. This improved the construction speed.
Fixed: Fixed the custom normal calculation algorithm. Normals now point in a more correct direction.
Fixed: Fixed an issue where the normal adjustment of the front hair of the sample UnityChanKAGURA was incorrectly set.
...
<All release notes>
https://magicasoft.jp/en/mc2_releasenote/